1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/client/gui/WindowHandler.cpp
Ivan Savenko 8ea0ecaec1 show/showAll methods now use Canvas instead of SDL_Surface
- added compatibility method to Canvas to allow SDL_Surface access
- added drawBorder method to Canvas to replace CSDL_Ext method
- added drawColor method to Canvas to replace CSDL_Ext method
- minor changes to Tavern and Trade windows to adapt to new API
2023-06-02 16:42:18 +03:00

141 lines
3.1 KiB
C++

/*
* WindowHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "WindowHandler.h"
#include "CGuiHandler.h"
#include "CIntObject.h"
#include "CursorHandler.h"
#include "../CMT.h"
#include "../CGameInfo.h"
#include "../render/Canvas.h"
#include "../render/Colors.h"
#include "../renderSDL/SDL_Extensions.h"
void WindowHandler::popWindow(std::shared_ptr<IShowActivatable> top)
{
assert(windowsStack.back() == top);
top->deactivate();
disposed.push_back(top);
windowsStack.pop_back();
if(!windowsStack.empty())
windowsStack.back()->activate();
totalRedraw();
}
void WindowHandler::pushWindow(std::shared_ptr<IShowActivatable> newInt)
{
assert(newInt);
assert(!vstd::contains(windowsStack, newInt)); // do not add same object twice
//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
screenBuf = screen2;
if(!windowsStack.empty())
windowsStack.back()->deactivate();
windowsStack.push_back(newInt);
CCS->curh->set(Cursor::Map::POINTER);
newInt->activate();
totalRedraw();
}
void WindowHandler::popWindows(int howMany)
{
if(!howMany)
return; //senseless but who knows...
assert(windowsStack.size() >= howMany);
windowsStack.back()->deactivate();
for(int i = 0; i < howMany; i++)
{
disposed.push_back(windowsStack.back());
windowsStack.pop_back();
}
if(!windowsStack.empty())
{
windowsStack.back()->activate();
totalRedraw();
}
GH.fakeMouseMove();
}
std::shared_ptr<IShowActivatable> WindowHandler::topWindowImpl() const
{
if(windowsStack.empty())
return nullptr;
return windowsStack.back();
}
bool WindowHandler::isTopWindow(std::shared_ptr<IShowActivatable> window) const
{
assert(window != nullptr);
return !windowsStack.empty() && windowsStack.back() == window;
}
bool WindowHandler::isTopWindow(IShowActivatable * window) const
{
assert(window != nullptr);
return !windowsStack.empty() && windowsStack.back().get() == window;
}
void WindowHandler::totalRedraw()
{
CSDL_Ext::fillSurface(screen2, Colors::BLACK);
Canvas target = Canvas::createFromSurface(screen2);
for(auto & elem : windowsStack)
elem->showAll(target);
CSDL_Ext::blitAt(screen2, 0, 0, screen);
}
void WindowHandler::simpleRedraw()
{
//update only top interface and draw background
if(windowsStack.size() > 1)
CSDL_Ext::blitAt(screen2, 0, 0, screen); //blit background
Canvas target = Canvas::createFromSurface(screen);
if(!windowsStack.empty())
windowsStack.back()->show(target); //blit active interface/window
}
void WindowHandler::onScreenResize()
{
for(const auto & entry : windowsStack)
entry->onScreenResize();
totalRedraw();
}
void WindowHandler::onFrameRendered()
{
disposed.clear();
}
size_t WindowHandler::count() const
{
return windowsStack.size();
}
void WindowHandler::clear()
{
if(!windowsStack.empty())
windowsStack.back()->deactivate();
windowsStack.clear();
disposed.clear();
}