mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
903 lines
24 KiB
C++
903 lines
24 KiB
C++
/*
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* CGuiHandler.cpp, 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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#include "StdInc.h"
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#include "CGuiHandler.h"
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#include "../lib/CondSh.h"
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#include "CIntObject.h"
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#include "CursorHandler.h"
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#include "../CGameInfo.h"
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#include "../render/Colors.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../CMT.h"
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#include "../CPlayerInterface.h"
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#include "../battle/BattleInterface.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/CConfigHandler.h"
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#include <SDL_render.h>
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#include <SDL_timer.h>
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#include <SDL_events.h>
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#ifdef VCMI_APPLE
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#include <dispatch/dispatch.h>
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#endif
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#ifdef VCMI_IOS
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#include "ios/utils.h"
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#endif
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extern std::queue<SDL_Event> SDLEventsQueue;
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extern boost::mutex eventsM;
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boost::thread_specific_ptr<bool> inGuiThread;
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SObjectConstruction::SObjectConstruction(CIntObject *obj)
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:myObj(obj)
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{
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GH.createdObj.push_front(obj);
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GH.captureChildren = true;
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}
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SObjectConstruction::~SObjectConstruction()
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{
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assert(GH.createdObj.size());
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assert(GH.createdObj.front() == myObj);
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GH.createdObj.pop_front();
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GH.captureChildren = GH.createdObj.size();
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}
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SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
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{
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previousCapture = GH.captureChildren;
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GH.captureChildren = false;
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prevActions = GH.defActionsDef;
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GH.defActionsDef = actions;
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}
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SSetCaptureState::~SSetCaptureState()
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{
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GH.captureChildren = previousCapture;
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GH.defActionsDef = prevActions;
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}
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static inline void
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processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
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{
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if (mask & flag)
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cb(lst);
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}
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void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
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{
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processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
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processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
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processList(CIntObject::MCLICK,activityFlag,&mclickable,cb);
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processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
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processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
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processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
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processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
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processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
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processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
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processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
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}
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void CGuiHandler::init()
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{
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mainFPSmng = new CFramerateManager();
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mainFPSmng->init(settings["video"]["targetfps"].Integer());
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isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
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pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
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}
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void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
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{
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processLists(activityFlag,[&](std::list<CIntObject*> * lst){
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lst->push_front(elem);
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});
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elem->active_m |= activityFlag;
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}
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void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
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{
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processLists(activityFlag,[&](std::list<CIntObject*> * lst){
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auto hlp = std::find(lst->begin(),lst->end(),elem);
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assert(hlp != lst->end());
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lst->erase(hlp);
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});
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elem->active_m &= ~activityFlag;
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}
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void CGuiHandler::popInt(std::shared_ptr<IShowActivatable> top)
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{
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assert(listInt.front() == top);
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top->deactivate();
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disposed.push_back(top);
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listInt.pop_front();
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objsToBlit -= top;
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if(!listInt.empty())
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listInt.front()->activate();
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totalRedraw();
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}
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void CGuiHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
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{
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assert(newInt);
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assert(!vstd::contains(listInt, newInt)); // do not add same object twice
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//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
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screenBuf = screen2;
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if(!listInt.empty())
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listInt.front()->deactivate();
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listInt.push_front(newInt);
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CCS->curh->set(Cursor::Map::POINTER);
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newInt->activate();
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objsToBlit.push_back(newInt);
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totalRedraw();
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}
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void CGuiHandler::popInts(int howMany)
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{
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if(!howMany) return; //senseless but who knows...
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assert(listInt.size() >= howMany);
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listInt.front()->deactivate();
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for(int i=0; i < howMany; i++)
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{
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objsToBlit -= listInt.front();
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disposed.push_back(listInt.front());
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listInt.pop_front();
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}
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if(!listInt.empty())
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{
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listInt.front()->activate();
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totalRedraw();
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}
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fakeMouseMove();
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}
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std::shared_ptr<IShowActivatable> CGuiHandler::topInt()
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{
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if(listInt.empty())
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return std::shared_ptr<IShowActivatable>();
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else
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return listInt.front();
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}
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void CGuiHandler::totalRedraw()
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{
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#ifdef VCMI_ANDROID
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SDL_FillRect(screen2, NULL, SDL_MapRGB(screen2->format, 0, 0, 0));
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#endif
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for(auto & elem : objsToBlit)
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elem->showAll(screen2);
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CSDL_Ext::blitAt(screen2,0,0,screen);
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}
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void CGuiHandler::updateTime()
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{
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int ms = mainFPSmng->getElapsedMilliseconds();
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std::list<CIntObject*> hlp = timeinterested;
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for (auto & elem : hlp)
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{
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if(!vstd::contains(timeinterested,elem)) continue;
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(elem)->tick(ms);
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}
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}
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void CGuiHandler::handleEvents()
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{
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//player interface may want special event handling
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if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
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return;
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boost::unique_lock<boost::mutex> lock(eventsM);
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while(!SDLEventsQueue.empty())
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{
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continueEventHandling = true;
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SDL_Event currentEvent = SDLEventsQueue.front();
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if (currentEvent.type == SDL_MOUSEMOTION)
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{
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cursorPosition = Point(currentEvent.motion.x, currentEvent.motion.y);
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mouseButtonsMask = currentEvent.motion.state;
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}
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SDLEventsQueue.pop();
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// In a sequence of mouse motion events, skip all but the last one.
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// This prevents freezes when every motion event takes longer to handle than interval at which
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// the events arrive (like dragging on the minimap in world view, with redraw at every event)
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// so that the events would start piling up faster than they can be processed.
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if ((currentEvent.type == SDL_MOUSEMOTION) && !SDLEventsQueue.empty() && (SDLEventsQueue.front().type == SDL_MOUSEMOTION))
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continue;
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handleCurrentEvent(currentEvent);
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}
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}
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void CGuiHandler::convertTouchToMouse(SDL_Event * current)
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{
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int rLogicalWidth, rLogicalHeight;
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SDL_RenderGetLogicalSize(mainRenderer, &rLogicalWidth, &rLogicalHeight);
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int adjustedMouseY = (int)(current->tfinger.y * rLogicalHeight);
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int adjustedMouseX = (int)(current->tfinger.x * rLogicalWidth);
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current->button.x = adjustedMouseX;
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current->motion.x = adjustedMouseX;
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current->button.y = adjustedMouseY;
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current->motion.y = adjustedMouseY;
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}
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void CGuiHandler::fakeMoveCursor(float dx, float dy)
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{
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int x, y, w, h;
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SDL_Event event;
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SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
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sme.state = SDL_GetMouseState(&x, &y);
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SDL_GetWindowSize(mainWindow, &w, &h);
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sme.x = CCS->curh->position().x + (int)(GH.pointerSpeedMultiplier * w * dx);
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sme.y = CCS->curh->position().y + (int)(GH.pointerSpeedMultiplier * h * dy);
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vstd::abetween(sme.x, 0, w);
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vstd::abetween(sme.y, 0, h);
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event.motion = sme;
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SDL_PushEvent(&event);
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}
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void CGuiHandler::fakeMouseMove()
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{
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fakeMoveCursor(0, 0);
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}
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void CGuiHandler::startTextInput(const Rect & whereInput)
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{
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#ifdef VCMI_APPLE
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dispatch_async(dispatch_get_main_queue(), ^{
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#endif
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// TODO ios: looks like SDL bug actually, try fixing there
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auto renderer = SDL_GetRenderer(mainWindow);
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float scaleX, scaleY;
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SDL_Rect viewport;
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SDL_RenderGetScale(renderer, &scaleX, &scaleY);
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SDL_RenderGetViewport(renderer, &viewport);
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#ifdef VCMI_IOS
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const auto nativeScale = iOS_utils::screenScale();
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scaleX /= nativeScale;
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scaleY /= nativeScale;
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#endif
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SDL_Rect rectInScreenCoordinates;
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rectInScreenCoordinates.x = (viewport.x + whereInput.x) * scaleX;
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rectInScreenCoordinates.y = (viewport.y + whereInput.y) * scaleY;
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rectInScreenCoordinates.w = whereInput.w * scaleX;
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rectInScreenCoordinates.h = whereInput.h * scaleY;
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SDL_SetTextInputRect(&rectInScreenCoordinates);
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if (SDL_IsTextInputActive() == SDL_FALSE)
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{
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SDL_StartTextInput();
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}
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#ifdef VCMI_APPLE
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});
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#endif
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}
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void CGuiHandler::stopTextInput()
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{
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#ifdef VCMI_APPLE
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dispatch_async(dispatch_get_main_queue(), ^{
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#endif
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if (SDL_IsTextInputActive() == SDL_TRUE)
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{
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SDL_StopTextInput();
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}
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#ifdef VCMI_APPLE
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});
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#endif
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}
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void CGuiHandler::fakeMouseButtonEventRelativeMode(bool down, bool right)
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{
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SDL_Event event;
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SDL_MouseButtonEvent sme = {SDL_MOUSEBUTTONDOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0};
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if(!down)
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{
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sme.type = SDL_MOUSEBUTTONUP;
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}
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sme.button = right ? SDL_BUTTON_RIGHT : SDL_BUTTON_LEFT;
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sme.x = CCS->curh->position().x;
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sme.y = CCS->curh->position().y;
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float xScale, yScale;
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int w, h, rLogicalWidth, rLogicalHeight;
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SDL_GetWindowSize(mainWindow, &w, &h);
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SDL_RenderGetLogicalSize(mainRenderer, &rLogicalWidth, &rLogicalHeight);
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SDL_RenderGetScale(mainRenderer, &xScale, &yScale);
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SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
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moveCursorToPosition( Point(
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(int)(sme.x * xScale) + (w - rLogicalWidth * xScale) / 2,
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(int)(sme.y * yScale + (h - rLogicalHeight * yScale) / 2)));
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SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
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event.button = sme;
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SDL_PushEvent(&event);
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}
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void CGuiHandler::handleCurrentEvent( SDL_Event & current )
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{
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if(current.type == SDL_KEYDOWN || current.type == SDL_KEYUP)
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{
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SDL_KeyboardEvent key = current.key;
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if(current.type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
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{
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//TODO: we need some central place for all interface-independent hotkeys
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Settings s = settings.write["session"];
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switch(key.keysym.sym)
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{
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case SDLK_F5:
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if(settings["session"]["spectate-locked-pim"].Bool())
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LOCPLINT->pim->unlock();
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else
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LOCPLINT->pim->lock();
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s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
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break;
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case SDLK_F6:
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s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
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break;
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case SDLK_F7:
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s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
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break;
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case SDLK_F8:
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s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
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break;
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case SDLK_F9:
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//not working yet since CClient::run remain locked after BattleInterface removal
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// if(LOCPLINT->battleInt)
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// {
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// GH.popInts(1);
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// vstd::clear_pointer(LOCPLINT->battleInt);
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// }
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break;
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default:
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break;
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}
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return;
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}
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//translate numpad keys
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if(key.keysym.sym == SDLK_KP_ENTER)
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{
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key.keysym.sym = SDLK_RETURN;
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key.keysym.scancode = SDL_SCANCODE_RETURN;
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}
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bool keysCaptured = false;
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for(auto i = keyinterested.begin(); i != keyinterested.end() && continueEventHandling; i++)
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{
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if((*i)->captureThisKey(key.keysym.sym))
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{
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keysCaptured = true;
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break;
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}
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}
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std::list<CIntObject*> miCopy = keyinterested;
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for(auto i = miCopy.begin(); i != miCopy.end() && continueEventHandling; i++)
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if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisKey(key.keysym.sym)))
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{
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if (key.state == SDL_PRESSED)
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(**i).keyPressed(key.keysym.sym);
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if (key.state == SDL_RELEASED)
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(**i).keyReleased(key.keysym.sym);
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}
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}
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else if(current.type == SDL_MOUSEMOTION)
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{
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handleMouseMotion(current);
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}
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else if(current.type == SDL_MOUSEBUTTONDOWN)
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{
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switch(current.button.button)
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{
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case SDL_BUTTON_LEFT:
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{
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auto doubleClicked = false;
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if(lastClick == getCursorPosition() && (SDL_GetTicks() - lastClickTime) < 300)
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{
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std::list<CIntObject*> hlp = doubleClickInterested;
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for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
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{
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if(!vstd::contains(doubleClickInterested, *i)) continue;
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if((*i)->pos.isInside(current.motion.x, current.motion.y))
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{
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(*i)->onDoubleClick();
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doubleClicked = true;
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}
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}
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}
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lastClick = current.motion;
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lastClickTime = SDL_GetTicks();
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if(!doubleClicked)
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handleMouseButtonClick(lclickable, MouseButton::LEFT, true);
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break;
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}
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case SDL_BUTTON_RIGHT:
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handleMouseButtonClick(rclickable, MouseButton::RIGHT, true);
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break;
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case SDL_BUTTON_MIDDLE:
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handleMouseButtonClick(mclickable, MouseButton::MIDDLE, true);
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break;
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default:
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break;
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}
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}
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else if(current.type == SDL_MOUSEWHEEL)
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{
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std::list<CIntObject*> hlp = wheelInterested;
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for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
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{
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if(!vstd::contains(wheelInterested,*i)) continue;
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// SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
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int x = 0, y = 0;
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SDL_GetMouseState(&x, &y);
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(*i)->wheelScrolled(current.wheel.y < 0, (*i)->pos.isInside(x, y));
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}
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}
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else if(current.type == SDL_TEXTINPUT)
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{
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for(auto it : textInterested)
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{
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it->textInputed(current.text.text);
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}
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}
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else if(current.type == SDL_TEXTEDITING)
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{
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for(auto it : textInterested)
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{
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it->textEdited(current.edit.text);
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}
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}
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else if(current.type == SDL_MOUSEBUTTONUP)
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{
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if(!multifinger)
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{
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switch(current.button.button)
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{
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case SDL_BUTTON_LEFT:
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handleMouseButtonClick(lclickable, MouseButton::LEFT, false);
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break;
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case SDL_BUTTON_RIGHT:
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handleMouseButtonClick(rclickable, MouseButton::RIGHT, false);
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break;
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case SDL_BUTTON_MIDDLE:
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handleMouseButtonClick(mclickable, MouseButton::MIDDLE, false);
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break;
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}
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}
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}
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else if(current.type == SDL_FINGERMOTION)
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{
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if(isPointerRelativeMode)
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{
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fakeMoveCursor(current.tfinger.dx, current.tfinger.dy);
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}
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}
|
|
else if(current.type == SDL_FINGERDOWN)
|
|
{
|
|
auto fingerCount = SDL_GetNumTouchFingers(current.tfinger.touchId);
|
|
|
|
multifinger = fingerCount > 1;
|
|
|
|
if(isPointerRelativeMode)
|
|
{
|
|
if(current.tfinger.x > 0.5)
|
|
{
|
|
bool isRightClick = current.tfinger.y < 0.5;
|
|
|
|
fakeMouseButtonEventRelativeMode(true, isRightClick);
|
|
}
|
|
}
|
|
#ifndef VCMI_IOS
|
|
else if(fingerCount == 2)
|
|
{
|
|
convertTouchToMouse(¤t);
|
|
handleMouseMotion(current);
|
|
handleMouseButtonClick(rclickable, MouseButton::RIGHT, true);
|
|
}
|
|
#endif //VCMI_IOS
|
|
}
|
|
else if(current.type == SDL_FINGERUP)
|
|
{
|
|
#ifndef VCMI_IOS
|
|
auto fingerCount = SDL_GetNumTouchFingers(current.tfinger.touchId);
|
|
#endif //VCMI_IOS
|
|
|
|
if(isPointerRelativeMode)
|
|
{
|
|
if(current.tfinger.x > 0.5)
|
|
{
|
|
bool isRightClick = current.tfinger.y < 0.5;
|
|
|
|
fakeMouseButtonEventRelativeMode(false, isRightClick);
|
|
}
|
|
}
|
|
#ifndef VCMI_IOS
|
|
else if(multifinger)
|
|
{
|
|
convertTouchToMouse(¤t);
|
|
handleMouseMotion(current);
|
|
handleMouseButtonClick(rclickable, MouseButton::RIGHT, false);
|
|
multifinger = fingerCount != 0;
|
|
}
|
|
#endif //VCMI_IOS
|
|
}
|
|
} //event end
|
|
|
|
void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed)
|
|
{
|
|
auto hlp = interestedObjs;
|
|
for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
|
|
{
|
|
if(!vstd::contains(interestedObjs, *i)) continue;
|
|
|
|
auto prev = (*i)->mouseState(btn);
|
|
if(!isPressed)
|
|
(*i)->updateMouseState(btn, isPressed);
|
|
if((*i)->pos.isInside(getCursorPosition()))
|
|
{
|
|
if(isPressed)
|
|
(*i)->updateMouseState(btn, isPressed);
|
|
(*i)->click(btn, isPressed, prev);
|
|
}
|
|
else if(!isPressed)
|
|
(*i)->click(btn, boost::logic::indeterminate, prev);
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::handleMouseMotion(const SDL_Event & current)
|
|
{
|
|
//sending active, hovered hoverable objects hover() call
|
|
std::vector<CIntObject*> hlp;
|
|
|
|
auto hoverableCopy = hoverable;
|
|
for(auto & elem : hoverableCopy)
|
|
{
|
|
if(elem->pos.isInside(getCursorPosition()))
|
|
{
|
|
if (!(elem)->hovered)
|
|
hlp.push_back((elem));
|
|
}
|
|
else if ((elem)->hovered)
|
|
{
|
|
(elem)->hover(false);
|
|
(elem)->hovered = false;
|
|
}
|
|
}
|
|
|
|
for(auto & elem : hlp)
|
|
{
|
|
elem->hover(true);
|
|
elem->hovered = true;
|
|
}
|
|
|
|
// do not send motion events for events outside our window
|
|
//if (current.motion.windowID == 0)
|
|
handleMoveInterested(current.motion);
|
|
}
|
|
|
|
void CGuiHandler::simpleRedraw()
|
|
{
|
|
//update only top interface and draw background
|
|
if(objsToBlit.size() > 1)
|
|
CSDL_Ext::blitAt(screen2,0,0,screen); //blit background
|
|
if(!objsToBlit.empty())
|
|
objsToBlit.back()->show(screen); //blit active interface/window
|
|
}
|
|
|
|
void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
|
|
{
|
|
//sending active, MotionInterested objects mouseMoved() call
|
|
std::list<CIntObject*> miCopy = motioninterested;
|
|
for(auto & elem : miCopy)
|
|
{
|
|
if(elem->strongInterest || Rect::createAround(elem->pos, 1).isInside( motion.x, motion.y)) //checking bounds including border fixes bug #2476
|
|
{
|
|
(elem)->mouseMoved(Point(motion.x, motion.y));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::renderFrame()
|
|
{
|
|
|
|
// Updating GUI requires locking pim mutex (that protects screen and GUI state).
|
|
// During game:
|
|
// When ending the game, the pim mutex might be hold by other thread,
|
|
// that will notify us about the ending game by setting terminate_cond flag.
|
|
//in PreGame terminate_cond stay false
|
|
|
|
bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
|
|
while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(1));
|
|
|
|
if(acquiredTheLockOnPim)
|
|
{
|
|
// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
|
|
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
|
|
|
|
if(nullptr != curInt)
|
|
curInt->update();
|
|
|
|
if(settings["video"]["showfps"].Bool())
|
|
drawFPSCounter();
|
|
|
|
SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
|
|
|
|
SDL_RenderClear(mainRenderer);
|
|
SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
|
|
|
|
CCS->curh->render();
|
|
|
|
SDL_RenderPresent(mainRenderer);
|
|
|
|
disposed.clear();
|
|
}
|
|
|
|
mainFPSmng->framerateDelay(); // holds a constant FPS
|
|
}
|
|
|
|
|
|
CGuiHandler::CGuiHandler()
|
|
: lastClick(-500, -500)
|
|
, lastClickTime(0)
|
|
, defActionsDef(0)
|
|
, captureChildren(false)
|
|
, multifinger(false)
|
|
, mouseButtonsMask(0)
|
|
, continueEventHandling(true)
|
|
, curInt(nullptr)
|
|
, mainFPSmng(nullptr)
|
|
, statusbar(nullptr)
|
|
{
|
|
terminate_cond = new CondSh<bool>(false);
|
|
}
|
|
|
|
CGuiHandler::~CGuiHandler()
|
|
{
|
|
delete mainFPSmng;
|
|
delete terminate_cond;
|
|
}
|
|
|
|
|
|
void CGuiHandler::moveCursorToPosition(const Point & position)
|
|
{
|
|
SDL_WarpMouseInWindow(mainWindow, position.x, position.y);
|
|
}
|
|
|
|
bool CGuiHandler::isKeyboardCtrlDown() const
|
|
{
|
|
#ifdef VCMI_MAC
|
|
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LGUI] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RGUI];
|
|
#else
|
|
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
|
|
#endif
|
|
}
|
|
|
|
bool CGuiHandler::isKeyboardAltDown() const
|
|
{
|
|
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
|
|
}
|
|
|
|
bool CGuiHandler::isKeyboardShiftDown() const
|
|
{
|
|
return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
|
|
}
|
|
|
|
void CGuiHandler::breakEventHandling()
|
|
{
|
|
continueEventHandling = false;
|
|
}
|
|
|
|
const Point & CGuiHandler::getCursorPosition() const
|
|
{
|
|
return cursorPosition;
|
|
}
|
|
|
|
Point CGuiHandler::screenDimensions() const
|
|
{
|
|
return Point(screen->w, screen->h);
|
|
}
|
|
|
|
bool CGuiHandler::isMouseButtonPressed() const
|
|
{
|
|
return mouseButtonsMask > 0;
|
|
}
|
|
|
|
bool CGuiHandler::isMouseButtonPressed(MouseButton button) const
|
|
{
|
|
static_assert(static_cast<uint32_t>(MouseButton::LEFT) == SDL_BUTTON_LEFT, "mismatch between VCMI and SDL enum!");
|
|
static_assert(static_cast<uint32_t>(MouseButton::MIDDLE) == SDL_BUTTON_MIDDLE, "mismatch between VCMI and SDL enum!");
|
|
static_assert(static_cast<uint32_t>(MouseButton::RIGHT) == SDL_BUTTON_RIGHT, "mismatch between VCMI and SDL enum!");
|
|
static_assert(static_cast<uint32_t>(MouseButton::EXTRA1) == SDL_BUTTON_X1, "mismatch between VCMI and SDL enum!");
|
|
static_assert(static_cast<uint32_t>(MouseButton::EXTRA2) == SDL_BUTTON_X2, "mismatch between VCMI and SDL enum!");
|
|
|
|
uint32_t index = static_cast<uint32_t>(button);
|
|
return mouseButtonsMask & SDL_BUTTON(index);
|
|
}
|
|
|
|
void CGuiHandler::drawFPSCounter()
|
|
{
|
|
static SDL_Rect overlay = { 0, 0, 64, 32};
|
|
uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
|
|
SDL_FillRect(screen, &overlay, black);
|
|
std::string fps = std::to_string(mainFPSmng->getFramerate());
|
|
graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, Colors::YELLOW, Point(10, 10));
|
|
}
|
|
|
|
SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
|
|
{
|
|
switch(key)
|
|
{
|
|
case SDLK_DOWN:
|
|
return SDLK_KP_2;
|
|
case SDLK_UP:
|
|
return SDLK_KP_8;
|
|
case SDLK_LEFT:
|
|
return SDLK_KP_4;
|
|
case SDLK_RIGHT:
|
|
return SDLK_KP_6;
|
|
default:
|
|
throw std::runtime_error("Wrong key!");
|
|
}
|
|
}
|
|
|
|
SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
|
|
{
|
|
|
|
#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
|
|
switch(key)
|
|
{
|
|
REMOVE_KP(0)
|
|
REMOVE_KP(1)
|
|
REMOVE_KP(2)
|
|
REMOVE_KP(3)
|
|
REMOVE_KP(4)
|
|
REMOVE_KP(5)
|
|
REMOVE_KP(6)
|
|
REMOVE_KP(7)
|
|
REMOVE_KP(8)
|
|
REMOVE_KP(9)
|
|
REMOVE_KP(PERIOD)
|
|
REMOVE_KP(MINUS)
|
|
REMOVE_KP(PLUS)
|
|
REMOVE_KP(EQUALS)
|
|
|
|
case SDLK_KP_MULTIPLY:
|
|
return SDLK_ASTERISK;
|
|
case SDLK_KP_DIVIDE:
|
|
return SDLK_SLASH;
|
|
case SDLK_KP_ENTER:
|
|
return SDLK_RETURN;
|
|
default:
|
|
return SDLK_UNKNOWN;
|
|
}
|
|
#undef REMOVE_KP
|
|
}
|
|
|
|
bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
|
|
{
|
|
if(number)
|
|
return key >= SDLK_KP_1 && key <= SDLK_KP_0;
|
|
else
|
|
return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
|
|
}
|
|
|
|
bool CGuiHandler::isArrowKey(SDL_Keycode key)
|
|
{
|
|
return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
|
|
}
|
|
|
|
bool CGuiHandler::amIGuiThread()
|
|
{
|
|
return inGuiThread.get() && *inGuiThread;
|
|
}
|
|
|
|
void CGuiHandler::pushUserEvent(EUserEvent usercode)
|
|
{
|
|
pushUserEvent(usercode, nullptr);
|
|
}
|
|
|
|
void CGuiHandler::pushUserEvent(EUserEvent usercode, void * userdata)
|
|
{
|
|
SDL_Event event;
|
|
event.type = SDL_USEREVENT;
|
|
event.user.code = static_cast<int32_t>(usercode);
|
|
event.user.data1 = userdata;
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
CFramerateManager::CFramerateManager()
|
|
: rate(0)
|
|
, rateticks(0)
|
|
, fps(0)
|
|
, accumulatedFrames(0)
|
|
, accumulatedTime(0)
|
|
, lastticks(0)
|
|
, timeElapsed(0)
|
|
{}
|
|
|
|
void CFramerateManager::init(int newRate)
|
|
{
|
|
rate = newRate;
|
|
rateticks = 1000.0 / rate;
|
|
this->lastticks = SDL_GetTicks();
|
|
}
|
|
|
|
void CFramerateManager::framerateDelay()
|
|
{
|
|
ui32 currentTicks = SDL_GetTicks();
|
|
|
|
timeElapsed = currentTicks - lastticks;
|
|
accumulatedFrames++;
|
|
|
|
// FPS is higher than it should be, then wait some time
|
|
if(timeElapsed < rateticks)
|
|
{
|
|
int timeToSleep = (uint32_t)ceil(this->rateticks) - timeElapsed;
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(timeToSleep));
|
|
}
|
|
|
|
currentTicks = SDL_GetTicks();
|
|
// recalculate timeElapsed for external calls via getElapsed()
|
|
// limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
|
|
timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
|
|
|
|
lastticks = SDL_GetTicks();
|
|
|
|
accumulatedTime += timeElapsed;
|
|
|
|
if(accumulatedFrames >= 100)
|
|
{
|
|
//about 2 second should be passed
|
|
fps = static_cast<int>(ceil(1000.0 / (accumulatedTime / accumulatedFrames)));
|
|
accumulatedTime = 0;
|
|
accumulatedFrames = 0;
|
|
}
|
|
}
|