mirror of
https://github.com/vcmi/vcmi.git
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342 lines
6.6 KiB
C++
342 lines
6.6 KiB
C++
/*
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* CIntObject.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 "CIntObject.h"
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#include "CGuiHandler.h"
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#include "WindowHandler.h"
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#include "EventDispatcher.h"
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#include "Shortcut.h"
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#include "../render/Canvas.h"
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#include "../windows/CMessage.h"
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#include "../CMT.h"
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CIntObject::CIntObject(int used_, Point pos_):
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parent_m(nullptr),
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parent(parent_m),
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redrawParent(false),
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inputEnabled(true),
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used(used_),
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recActions(GH.defActionsDef),
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defActions(GH.defActionsDef),
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pos(pos_, Point())
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{
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if(GH.captureChildren)
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GH.createdObj.front()->addChild(this, true);
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}
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CIntObject::~CIntObject()
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{
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if(isActive())
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deactivate();
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while(!children.empty())
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{
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if((defActions & DISPOSE) && (children.front()->recActions & DISPOSE))
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delete children.front();
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else
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removeChild(children.front());
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}
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if(parent_m)
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parent_m->removeChild(this);
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}
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void CIntObject::show(Canvas & to)
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{
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if(defActions & UPDATE)
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for(auto & elem : children)
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if(elem->recActions & UPDATE)
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elem->show(to);
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}
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void CIntObject::showAll(Canvas & to)
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{
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if(defActions & SHOWALL)
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{
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for(auto & elem : children)
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if(elem->recActions & SHOWALL)
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elem->showAll(to);
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}
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}
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void CIntObject::activate()
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{
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if (isActive())
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return;
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if (inputEnabled)
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activateEvents(used | GENERAL);
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else
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activateEvents(GENERAL);
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assert(isActive());
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if(defActions & ACTIVATE)
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for(auto & elem : children)
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if(elem->recActions & ACTIVATE)
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elem->activate();
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}
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void CIntObject::deactivate()
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{
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if (!isActive())
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return;
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deactivateEvents(used | GENERAL);
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assert(!isActive());
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if(defActions & DEACTIVATE)
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for(auto & elem : children)
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if(elem->recActions & DEACTIVATE)
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elem->deactivate();
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}
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void CIntObject::addUsedEvents(ui16 newActions)
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{
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if (isActive() && inputEnabled)
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activateEvents(~used & newActions);
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used |= newActions;
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}
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void CIntObject::removeUsedEvents(ui16 newActions)
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{
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if (isActive())
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deactivateEvents(used & newActions);
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used &= ~newActions;
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}
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void CIntObject::disable()
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{
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if(isActive())
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deactivate();
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recActions = DISPOSE;
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}
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void CIntObject::enable()
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{
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if(!isActive() && (!parent_m || parent_m->isActive()))
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{
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activate();
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redraw();
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}
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recActions = 255;
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}
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void CIntObject::setEnabled(bool on)
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{
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if (on)
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enable();
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else
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disable();
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}
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void CIntObject::setInputEnabled(bool on)
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{
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if (inputEnabled == on)
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return;
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inputEnabled = on;
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if (isActive())
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{
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assert((used & GENERAL) == 0);
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if (on)
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activateEvents(used);
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else
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deactivateEvents(used);
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}
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for(auto & elem : children)
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elem->setInputEnabled(on);
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}
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void CIntObject::setRedrawParent(bool on)
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{
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redrawParent = on;
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}
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void CIntObject::fitToScreen(int borderWidth, bool propagate)
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{
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Point newPos = pos.topLeft();
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vstd::amax(newPos.x, borderWidth);
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vstd::amax(newPos.y, borderWidth);
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vstd::amin(newPos.x, GH.screenDimensions().x - borderWidth - pos.w);
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vstd::amin(newPos.y, GH.screenDimensions().y - borderWidth - pos.h);
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if (newPos != pos.topLeft())
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moveTo(newPos, propagate);
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}
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void CIntObject::moveBy(const Point & p, bool propagate)
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{
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pos.x += p.x;
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pos.y += p.y;
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if(propagate)
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for(auto & elem : children)
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elem->moveBy(p, propagate);
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}
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void CIntObject::moveTo(const Point & p, bool propagate)
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{
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moveBy(Point(p.x - pos.x, p.y - pos.y), propagate);
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}
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void CIntObject::addChild(CIntObject * child, bool adjustPosition)
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{
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if (vstd::contains(children, child))
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{
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return;
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}
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if (child->parent_m)
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{
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child->parent_m->removeChild(child, adjustPosition);
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}
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children.push_back(child);
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child->parent_m = this;
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if(adjustPosition)
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child->moveBy(pos.topLeft(), adjustPosition);
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if (inputEnabled != child->inputEnabled)
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child->setInputEnabled(inputEnabled);
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if (!isActive() && child->isActive())
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child->deactivate();
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if (isActive()&& !child->isActive())
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child->activate();
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}
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void CIntObject::removeChild(CIntObject * child, bool adjustPosition)
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{
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if (!child)
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return;
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if(!vstd::contains(children, child))
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throw std::runtime_error("Wrong child object");
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if(child->parent_m != this)
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throw std::runtime_error("Wrong child object");
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children -= child;
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child->parent_m = nullptr;
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if(adjustPosition)
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child->pos -= pos.topLeft();
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}
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void CIntObject::redraw()
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{
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//currently most of calls come from active objects so this check won't affect them
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//it should fix glitches when called by inactive elements located below active window
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if (isActive())
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{
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if (parent_m && redrawParent)
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{
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parent_m->redraw();
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}
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else
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{
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Canvas buffer = Canvas::createFromSurface(screenBuf);
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showAll(buffer);
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if(screenBuf != screen)
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{
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Canvas screenBuffer = Canvas::createFromSurface(screen);
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showAll(screenBuffer);
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}
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}
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}
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}
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bool CIntObject::receiveEvent(const Point & position, int eventType) const
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{
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return pos.isInside(position);
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}
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void CIntObject::onScreenResize()
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{
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center(pos, true);
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}
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bool CIntObject::isPopupWindow() const
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{
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return false;
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}
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const Rect & CIntObject::center( const Rect &r, bool propagate )
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{
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pos.w = r.w;
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pos.h = r.h;
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return center(Point(GH.screenDimensions().x/2, GH.screenDimensions().y/2), propagate);
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}
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const Rect & CIntObject::center( bool propagate )
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{
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return center(pos, propagate);
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}
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const Rect & CIntObject::center(const Point & p, bool propagate)
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{
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moveBy(Point(p.x - pos.w/2 - pos.x,
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p.y - pos.h/2 - pos.y),
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propagate);
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return pos;
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}
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bool CIntObject::captureThisKey(EShortcut key)
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{
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return false;
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}
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CKeyShortcut::CKeyShortcut()
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: assignedKey(EShortcut::NONE)
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, shortcutPressed(false)
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{}
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CKeyShortcut::CKeyShortcut(EShortcut key)
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: assignedKey(key)
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, shortcutPressed(false)
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{
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}
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void CKeyShortcut::keyPressed(EShortcut key)
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{
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if( assignedKey == key && assignedKey != EShortcut::NONE && !shortcutPressed)
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{
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shortcutPressed = true;
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clickPressed(GH.getCursorPosition());
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}
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}
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void CKeyShortcut::keyReleased(EShortcut key)
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{
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if( assignedKey == key && assignedKey != EShortcut::NONE && shortcutPressed)
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{
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shortcutPressed = false;
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clickReleased(GH.getCursorPosition());
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}
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}
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WindowBase::WindowBase(int used_, Point pos_)
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: CIntObject(used_, pos_)
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{
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}
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void WindowBase::close()
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{
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if(!GH.windows().isTopWindow(this))
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logGlobal->error("Only top interface must be closed");
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GH.windows().popWindows(1);
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}
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