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136 lines
4.9 KiB
C++
136 lines
4.9 KiB
C++
#pragma once
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#include "../../lib/CStopWatch.h"
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#include "Geometries.h"
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class CFramerateManager;
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class CGStatusBar;
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class CIntObject;
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class IUpdateable;
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class IShowActivatable;
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class IShowable;
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/*
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* CGuiHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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// A fps manager which holds game updates at a constant rate
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class CFramerateManager
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{
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private:
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double rateticks;
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ui32 lastticks, timeElapsed;
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int rate;
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public:
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int fps; // the actual fps value
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CFramerateManager(int rate); // initializes the manager with a given fps rate
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void init(); // needs to be called directly before the main game loop to reset the internal timer
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void framerateDelay(); // needs to be called every game update cycle
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ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
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};
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// Handles GUI logic and drawing
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class CGuiHandler
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{
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public:
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CFramerateManager * mainFPSmng; //to keep const framerate
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std::list<IShowActivatable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
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CGStatusBar * statusbar;
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private:
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typedef std::list<CIntObject*> CIntObjectList;
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//active GUI elements (listening for events
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CIntObjectList lclickable,
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rclickable,
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hoverable,
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keyinterested,
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motioninterested,
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timeinterested,
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wheelInterested,
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doubleClickInterested;
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void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
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public:
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void handleElementActivate(CIntObject * elem, ui16 activityFlag);
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void handleElementDeActivate(CIntObject * elem, ui16 activityFlag);
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public:
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//objs to blit
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std::vector<IShowable*> objsToBlit;
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SDL_Event * current; //current event - can be set to NULL to stop handling event
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IUpdateable *curInt;
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Point lastClick;
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unsigned lastClickTime;
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bool terminate;
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CGuiHandler();
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~CGuiHandler();
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void run(); // holds the main loop for the whole program after initialization and manages the update/rendering system
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void totalRedraw(); //forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering
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void simpleRedraw(); //update only top interface and draw background from buffer, sets a flag, method gets called at the end of the rendering
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void popInt(IShowActivatable *top); //removes given interface from the top and activates next
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void popIntTotally(IShowActivatable *top); //deactivates, deletes, removes given interface from the top and activates next
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void pushInt(IShowActivatable *newInt); //deactivate old top interface, activates this one and pushes to the top
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void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
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IShowActivatable *topInt(); //returns top interface
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void updateTime(); //handles timeInterested
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void handleEvents(); //takes events from queue and calls interested objects
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void handleEvent(SDL_Event *sEvent);
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void handleMouseMotion(SDL_Event *sEvent);
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void handleMoveInterested( const SDL_MouseMotionEvent & motion );
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void fakeMouseMove();
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void breakEventHandling(); //current event won't be propagated anymore
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void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
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ui8 defActionsDef; //default auto actions
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ui8 captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
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std::list<CIntObject *> createdObj; //stack of objs being created
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static SDLKey arrowToNum(SDLKey key); //converts arrow key to according numpad key
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static SDLKey numToDigit(SDLKey key);//converts numpad digit key to normal digit key
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static bool isNumKey(SDLKey key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
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static bool isArrowKey(SDLKey key);
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static bool amIGuiThread();
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static void pushSDLEvent(int type, int usercode = 0);
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};
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extern CGuiHandler GH; //global gui handler
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template <typename T> void pushIntT()
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{
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GH.pushInt(new T());
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}
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struct SObjectConstruction
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{
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CIntObject *myObj;
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SObjectConstruction(CIntObject *obj);
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~SObjectConstruction();
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};
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struct SSetCaptureState
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{
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bool previousCapture;
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ui8 prevActions;
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SSetCaptureState(bool allow, ui8 actions);
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~SSetCaptureState();
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};
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#define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
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#define OBJ_CONSTRUCTION_CAPTURING_ALL defActions = 255; SSetCaptureState obj__i1(true, 255); SObjectConstruction obj__i(this)
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#define BLOCK_CAPTURING SSetCaptureState obj__i(false, 0)
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#define BLOCK_CAPTURING_DONT_TOUCH_REC_ACTIONS SSetCaptureState obj__i(false, GH.defActionsDef)
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