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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/client/GUIBase.h
Ivan Savenko 0693312a8e - fixed several crashes with joining creatures
- support for loading *.tga images
- minor fixes
2011-07-18 15:21:16 +00:00

627 lines
17 KiB
C++

#ifndef __GUIBASE_H__
#define __GUIBASE_H__
#include "../global.h"
#include "SDL.h"
#include <set>
#include <list>
#include "../timeHandler.h"
#include "FontBase.h"
#include "SDL_framerate.h"
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
/*
* GUIBase.h, 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
*
*/
class CDefEssential;
class AdventureMapButton;
class CHighlightableButtonsGroup;
class CDefHandler;
struct HeroMoveDetails;
class CDefEssential;
class CGHeroInstance;
class CAdvMapInt;
class CCastleInterface;
class CBattleInterface;
class CStack;
class SComponent;
class CCreature;
struct SDL_Surface;
struct CPath;
class CCreatureAnimation;
class CSelectableComponent;
class CCreatureSet;
class CGObjectInstance;
class CSlider;
struct UpgradeInfo;
template <typename T> struct CondSh;
class CInGameConsole;
class CGarrisonInt;
class CInGameConsole;
struct Component;
class CArmedInstance;
class CGTownInstance;
class StackState;
class CPlayerInterface;
/// A point with x/y coordinate, used mostly for graphic rendering
struct Point
{
int x, y;
//constructors
Point()
{
x = y = 0;
};
Point(int X, int Y)
:x(X),y(Y)
{};
Point(const int3 &a)
:x(a.x),y(a.y)
{}
Point(const SDL_MouseMotionEvent &a)
:x(a.x),y(a.y)
{}
template<typename T>
Point operator+(const T &b) const
{
return Point(x+b.x,y+b.y);
}
template<typename T>
Point operator*(const T &mul) const
{
return Point(x*mul, y*mul);
}
template<typename T>
Point& operator+=(const T &b)
{
x += b.x;
y += b.y;
return *this;
}
template<typename T>
Point operator-(const T &b) const
{
return Point(x - b.x, y - b.y);
}
template<typename T>
Point& operator-=(const T &b)
{
x -= b.x;
y -= b.y;
return *this;
}
bool operator<(const Point &b) const //product order
{
return x < b.x && y < b.y;
}
template<typename T> Point& operator=(const T &t)
{
x = t.x;
y = t.y;
return *this;
}
template<typename T> bool operator==(const T &t) const
{
return x == t.x && y == t.y;
}
template<typename T> bool operator!=(const T &t) const
{
return !(*this == t);
}
};
/// Rectangle class, which have a position and a size
struct Rect : public SDL_Rect
{
Rect()//default c-tor
{
x = y = w = h = -1;
}
Rect(int X, int Y, int W, int H) //c-tor
{
x = X;
y = Y;
w = W;
h = H;
}
Rect(const Point &position, const Point &size) //c-tor
{
x = position.x;
y = position.y;
w = size.x;
h = size.y;
}
Rect(const SDL_Rect & r) //c-tor
{
x = r.x;
y = r.y;
w = r.w;
h = r.h;
}
explicit Rect(const SDL_Surface * const &surf)
{
x = y = 0;
w = surf->w;
h = surf->h;
}
Rect centerIn(const Rect &r);
static Rect createCentered(int w, int h);
static Rect around(const Rect &r, int width = 1); //creates rect around another
bool isIn(int qx, int qy) const //determines if given point lies inside rect
{
if (qx > x && qx<x+w && qy>y && qy<y+h)
return true;
return false;
}
bool isIn(const Point &q) const //determines if given point lies inside rect
{
return isIn(q.x,q.y);
}
Point topLeft() const //top left corner of this rect
{
return Point(x,y);
}
Point topRight() const //top right corner of this rect
{
return Point(x+w,y);
}
Point bottomLeft() const //bottom left corner of this rect
{
return Point(x,y+h);
}
Point bottomRight() const //bottom right corner of this rect
{
return Point(x+w,y+h);
}
Rect operator+(const Rect &p) const //moves this rect by p's rect position
{
return Rect(x+p.x,y+p.y,w,h);
}
Rect operator+(const Point &p) const //moves this rect by p's point position
{
return Rect(x+p.x,y+p.y,w,h);
}
Rect& operator=(const Point &p) //assignment operator
{
x = p.x;
y = p.y;
return *this;
}
Rect& operator=(const Rect &p) //assignment operator
{
x = p.x;
y = p.y;
w = p.w;
h = p.h;
return *this;
}
Rect& operator+=(const Rect &p) //works as operator+
{
x += p.x;
y += p.y;
return *this;
}
Rect& operator+=(const Point &p) //works as operator+
{
x += p.x;
y += p.y;
return *this;
}
Rect& operator-=(const Rect &p) //works as operator+
{
x -= p.x;
y -= p.y;
return *this;
}
Rect& operator-=(const Point &p) //works as operator+
{
x -= p.x;
y -= p.y;
return *this;
}
template<typename T> Rect operator-(const T &t)
{
return Rect(x - t.x, y - t.y, w, h);
}
Rect operator&(const Rect &p) const //rect intersection
{
bool intersect = true;
if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
{
intersect = false;
}
else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
{
intersect = false;
}
else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
{
intersect = false;
}
else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
{
intersect = false;
}
if(intersect)
{
Rect ret;
ret.x = std::max(this->x, p.x);
ret.y = std::max(this->y, p.y);
Point bR; //bottomRight point of returned rect
bR.x = std::min(this->w+this->x, p.w+p.x);
bR.y = std::min(this->h+this->y, p.h+p.y);
ret.w = bR.x - ret.x;
ret.h = bR.y - ret.y;
return ret;
}
else
{
return Rect();
}
}
Rect operator|(const Rect &p) const //union of two rects
{
Rect ret;
ret.x = std::min(p.x, this->x);
ret.y = std::min(p.y, this->y);
int x2 = std::max(p.x+p.w, this->x+this->w);
int y2 = std::max(p.y+p.h, this->y+this->h);
ret.w = x2 -ret.x;
ret.h = y2 -ret.y;
return ret;
}
};
/// Defines a show method
class IShowable
{
public:
void redraw();
virtual void show(SDL_Surface * to)=0;
virtual void showAll(SDL_Surface * to)
{
show(to);
}
virtual ~IShowable(){}; //d-tor
};
/// Status bar interface
class IStatusBar
{
public:
virtual ~IStatusBar(){}; //d-tor
virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
virtual void clear()=0;//clears statusbar and refreshes
virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text)
virtual std::string getCurrent()=0; //returns currently displayed text
};
/// Defines a activate/deactive method
class IActivable
{
public:
virtual void activate()=0;
virtual void deactivate()=0;
virtual ~IActivable(){}; //d-tor
};
class IShowActivable : public IShowable, public IActivable
{
public:
enum {WITH_GARRISON = 1, BLOCK_ADV_HOTKEYS = 2, WITH_ARTIFACTS = 4};
int type; //bin flags using etype
IShowActivable();
virtual ~IShowActivable(){}; //d-tor
};
class IUpdateable
{
public:
virtual void update()=0;
virtual ~IUpdateable(){}; //d-tor
};
/// Base UI element
class CIntObject : public IShowActivable //interface object
{
public:
CIntObject *parent; //parent object
std::vector<CIntObject *> children;
Rect pos, //position of object on the screen
posRelative; //position of object in the parent (not used if no parent)
CIntObject();
virtual ~CIntObject(); //d-tor
//l-clicks handling
bool pressedL; //for determining if object is L-pressed
void activateLClick();
void deactivateLClick();
virtual void clickLeft(tribool down, bool previousState);
//r-clicks handling
bool pressedR; //for determining if object is R-pressed
void activateRClick();
void deactivateRClick();
virtual void clickRight(tribool down, bool previousState);
//hover handling
bool hovered; //for determining if object is hovered
void activateHover();
void deactivateHover();
virtual void hover (bool on);
//keyboard handling
bool captureAllKeys; //if true, only this object should get info about pressed keys
void activateKeys();
void deactivateKeys();
virtual void keyPressed(const SDL_KeyboardEvent & key);
//mouse movement handling
bool strongInterest; //if true - report all mouse movements, if not - only when hovered
void activateMouseMove();
void deactivateMouseMove();
virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent);
//time handling
int toNextTick;
void activateTimer();
void deactivateTimer();
virtual void tick();
//mouse wheel
void activateWheel();
void deactivateWheel();
virtual void wheelScrolled(bool down, bool in);
//double click
void activateDClick();
void deactivateDClick();
virtual void onDoubleClick();
enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, ALL=0xffff};
ui16 active;
ui16 used;
enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
ui8 defActions; //which calls will be tried to be redirected to children
ui8 recActions; //which calls we allow te receive from parent
enum EAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
void enable(bool activation = true); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
void defActivate();
void defDeactivate();
void activate();
void deactivate();
void activate(ui16 what);
void deactivate(ui16 what);
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void drawBorderLoc(SDL_Surface * sur, const Rect &r, const int3 &color);
void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color kolor, SDL_Surface * dst);
void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor, SDL_Surface * dst);
void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst);
void blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst);
bool isItInLoc(const SDL_Rect &rect, int x, int y);
bool isItInLoc(const SDL_Rect &rect, const Point &p);
const Rect & center(const Rect &r, bool propagate = true); //sets pos so that r will be in the center of screen, assigns sizes of r to pos, returns new position
const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
void moveBy(const Point &p, bool propagate = true);
void moveTo(const Point &p, bool propagate = true);
void changeUsedEvents(ui16 what, bool enable, bool adjust = true);
void addChild(CIntObject *child, bool adjustPosition = false);
void removeChild(CIntObject *child, bool adjustPosition = false);
void delChild(CIntObject *child); //removes from children list, deletes
template <typename T> void delChildNUll(T *&child, bool deactivateIfNeeded = false) //removes from children list, deletes and sets pointer to NULL
{
if(!child)
return;
if(deactivateIfNeeded && child->active)
child->deactivate();
delChild(child);
child = NULL;
}
};
/// Class for binding keys to left mouse button clicks
/// Classes wanting use it should have it as one of their base classes
class KeyShortcut : public virtual CIntObject
{
public:
std::set<int> assignedKeys;
KeyShortcut(){}; //c-tor
KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
KeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
};
/// to unify updating garrisons via PlayerInterface
class CGarrisonHolder : public virtual CIntObject
{
public:
CGarrisonHolder();
virtual void updateGarrisons(){};
};
class CWindowWithGarrison : public CGarrisonHolder
{
public:
CGarrisonInt *garr;
virtual void updateGarrisons();
};
/// Window GUI class
class CSimpleWindow : public CIntObject
{
public:
SDL_Surface * bitmap; //background
virtual void show(SDL_Surface * to);
CSimpleWindow():bitmap(NULL){}; //c-tor
virtual ~CSimpleWindow(); //d-tor
};
/// Image class
class CPicture : public CIntObject
{
public:
SDL_Surface *bg;
Rect *srcRect; //if NULL then whole surface will be used
bool freeSurf; //whether surface will be freed upon CPicture destruction
bool needRefresh;//Surface needs to be displayed each frame
operator SDL_Surface*()
{
return bg;
}
CPicture(const Rect &r, const SDL_Color &color, bool screenFormat = false); //rect filled with given color
CPicture(const Rect &r, ui32 color, bool screenFormat = false); //rect filled with given color
CPicture(SDL_Surface *BG, int x=0, int y=0, bool Free = true); //wrap existing SDL_Surface
CPicture(const std::string &bmpname, int x=0, int y=0);
CPicture(SDL_Surface *BG, const Rect &SrcRext, int x = 0, int y = 0, bool free = false); //wrap subrect of given surface
void init();
void createSimpleRect(const Rect &r, bool screenFormat, ui32 color);
~CPicture();
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
void convertToScreenBPP();
void colorizeAndConvert(int player);
void colorize(int player);
};
/// Handles GUI logic and drawing
class CGuiHandler
{
public:
FPSManager *mainFPSmng; //to keep const framerate
timeHandler th;
std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
IStatusBar * statusbar;
//active GUI elements (listening for events
std::list<CIntObject*> lclickable;
std::list<CIntObject*> rclickable;
std::list<CIntObject*> hoverable;
std::list<CIntObject*> keyinterested;
std::list<CIntObject*> motioninterested;
std::list<CIntObject*> timeinterested;
std::list<CIntObject*> wheelInterested;
std::list<CIntObject*> doubleClickInterested;
//objs to blit
std::vector<IShowable*> objsToBlit;
SDL_Event * current; //current event - can be set to NULL to stop handling event
IUpdateable *curInt;
Point lastClick;
unsigned lastClickTime;
bool terminate;
CGuiHandler();
~CGuiHandler();
void run(); // holds the main loop for the whole program after initialization and manages the update/rendering system
void totalRedraw(); //forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering
void simpleRedraw(); //update only top interface and draw background from buffer, sets a flag, method gets called at the end of the rendering
void popInt(IShowActivable *top); //removes given interface from the top and activates next
void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next
void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top
void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
IShowActivable *topInt(); //returns top interface
void updateTime(); //handles timeInterested
void handleEvents(); //takes events from queue and calls interested objects
void handleEvent(SDL_Event *sEvent);
void handleMouseMotion(SDL_Event *sEvent);
void handleMoveInterested( const SDL_MouseMotionEvent & motion );
void fakeMouseMove();
void breakEventHandling(); //current event won't be propagated anymore
void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
ui8 defActionsDef; //default auto actions
ui8 captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
std::list<CIntObject *> createdObj; //stack of objs being created
};
extern CGuiHandler GH; //global gui handler
SDLKey arrowToNum(SDLKey key); //converts arrow key to according numpad key
SDLKey numToDigit(SDLKey key);//converts numpad digit key to normal digit key
bool isNumKey(SDLKey key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
bool isArrowKey(SDLKey key);
CIntObject * moveChild(CIntObject *obj, CIntObject *from, CIntObject *to, bool adjustPos = false);
template <typename T> void pushIntT()
{
GH.pushInt(new T());
}
struct ObjectConstruction
{
CIntObject *myObj;
ObjectConstruction(CIntObject *obj);
~ObjectConstruction();
};
struct SetCaptureState
{
bool previousCapture;
ui8 prevActions;
SetCaptureState(bool allow, ui8 actions);
~SetCaptureState();
};
class Colors
{
public:
static SDL_Color MetallicGold;
static SDL_Color Yellow;
static SDL_Color createColor(int r, int g, int b);
};
#define OBJ_CONSTRUCTION ObjectConstruction obj__i(this)
#define OBJ_CONSTRUCTION_CAPTURING_ALL defActions = 255; SetCaptureState obj__i1(true, 255); ObjectConstruction obj__i(this)
#define BLOCK_CAPTURING SetCaptureState obj__i(false, 0)
#define BLOCK_CAPTURING_DONT_TOUCH_REC_ACTIONS SetCaptureState obj__i(false, GH.defActionsDef)
#endif //__GUIBASE_H__