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vcmi/client/gui/CIntObject.cpp
2023-07-15 16:09:44 +03:00

342 lines
6.6 KiB
C++

/*
* CIntObject.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CIntObject.h"
#include "CGuiHandler.h"
#include "WindowHandler.h"
#include "EventDispatcher.h"
#include "Shortcut.h"
#include "../render/Canvas.h"
#include "../windows/CMessage.h"
#include "../CMT.h"
CIntObject::CIntObject(int used_, Point pos_):
parent_m(nullptr),
parent(parent_m),
redrawParent(false),
inputEnabled(true),
used(used_),
recActions(GH.defActionsDef),
defActions(GH.defActionsDef),
pos(pos_, Point())
{
if(GH.captureChildren)
GH.createdObj.front()->addChild(this, true);
}
CIntObject::~CIntObject()
{
if(isActive())
deactivate();
while(!children.empty())
{
if((defActions & DISPOSE) && (children.front()->recActions & DISPOSE))
delete children.front();
else
removeChild(children.front());
}
if(parent_m)
parent_m->removeChild(this);
}
void CIntObject::show(Canvas & to)
{
if(defActions & UPDATE)
for(auto & elem : children)
if(elem->recActions & UPDATE)
elem->show(to);
}
void CIntObject::showAll(Canvas & to)
{
if(defActions & SHOWALL)
{
for(auto & elem : children)
if(elem->recActions & SHOWALL)
elem->showAll(to);
}
}
void CIntObject::activate()
{
if (isActive())
return;
if (inputEnabled)
activateEvents(used | GENERAL);
else
activateEvents(GENERAL);
assert(isActive());
if(defActions & ACTIVATE)
for(auto & elem : children)
if(elem->recActions & ACTIVATE)
elem->activate();
}
void CIntObject::deactivate()
{
if (!isActive())
return;
deactivateEvents(used | GENERAL);
assert(!isActive());
if(defActions & DEACTIVATE)
for(auto & elem : children)
if(elem->recActions & DEACTIVATE)
elem->deactivate();
}
void CIntObject::addUsedEvents(ui16 newActions)
{
if (isActive() && inputEnabled)
activateEvents(~used & newActions);
used |= newActions;
}
void CIntObject::removeUsedEvents(ui16 newActions)
{
if (isActive())
deactivateEvents(used & newActions);
used &= ~newActions;
}
void CIntObject::disable()
{
if(isActive())
deactivate();
recActions = DISPOSE;
}
void CIntObject::enable()
{
if(!isActive() && (!parent_m || parent_m->isActive()))
{
activate();
redraw();
}
recActions = 255;
}
void CIntObject::setEnabled(bool on)
{
if (on)
enable();
else
disable();
}
void CIntObject::setInputEnabled(bool on)
{
if (inputEnabled == on)
return;
inputEnabled = on;
if (isActive())
{
assert((used & GENERAL) == 0);
if (on)
activateEvents(used);
else
deactivateEvents(used);
}
for(auto & elem : children)
elem->setInputEnabled(on);
}
void CIntObject::setRedrawParent(bool on)
{
redrawParent = on;
}
void CIntObject::fitToScreen(int borderWidth, bool propagate)
{
Point newPos = pos.topLeft();
vstd::amax(newPos.x, borderWidth);
vstd::amax(newPos.y, borderWidth);
vstd::amin(newPos.x, GH.screenDimensions().x - borderWidth - pos.w);
vstd::amin(newPos.y, GH.screenDimensions().y - borderWidth - pos.h);
if (newPos != pos.topLeft())
moveTo(newPos, propagate);
}
void CIntObject::moveBy(const Point & p, bool propagate)
{
pos.x += p.x;
pos.y += p.y;
if(propagate)
for(auto & elem : children)
elem->moveBy(p, propagate);
}
void CIntObject::moveTo(const Point & p, bool propagate)
{
moveBy(Point(p.x - pos.x, p.y - pos.y), propagate);
}
void CIntObject::addChild(CIntObject * child, bool adjustPosition)
{
if (vstd::contains(children, child))
{
return;
}
if (child->parent_m)
{
child->parent_m->removeChild(child, adjustPosition);
}
children.push_back(child);
child->parent_m = this;
if(adjustPosition)
child->moveBy(pos.topLeft(), adjustPosition);
if (inputEnabled != child->inputEnabled)
child->setInputEnabled(inputEnabled);
if (!isActive() && child->isActive())
child->deactivate();
if (isActive()&& !child->isActive())
child->activate();
}
void CIntObject::removeChild(CIntObject * child, bool adjustPosition)
{
if (!child)
return;
if(!vstd::contains(children, child))
throw std::runtime_error("Wrong child object");
if(child->parent_m != this)
throw std::runtime_error("Wrong child object");
children -= child;
child->parent_m = nullptr;
if(adjustPosition)
child->pos -= pos.topLeft();
}
void CIntObject::redraw()
{
//currently most of calls come from active objects so this check won't affect them
//it should fix glitches when called by inactive elements located below active window
if (isActive())
{
if (parent_m && redrawParent)
{
parent_m->redraw();
}
else
{
Canvas buffer = Canvas::createFromSurface(screenBuf);
showAll(buffer);
if(screenBuf != screen)
{
Canvas screenBuffer = Canvas::createFromSurface(screen);
showAll(screenBuffer);
}
}
}
}
bool CIntObject::receiveEvent(const Point & position, int eventType) const
{
return pos.isInside(position);
}
void CIntObject::onScreenResize()
{
center(pos, true);
}
bool CIntObject::isPopupWindow() const
{
return false;
}
const Rect & CIntObject::center( const Rect &r, bool propagate )
{
pos.w = r.w;
pos.h = r.h;
return center(Point(GH.screenDimensions().x/2, GH.screenDimensions().y/2), propagate);
}
const Rect & CIntObject::center( bool propagate )
{
return center(pos, propagate);
}
const Rect & CIntObject::center(const Point & p, bool propagate)
{
moveBy(Point(p.x - pos.w/2 - pos.x,
p.y - pos.h/2 - pos.y),
propagate);
return pos;
}
bool CIntObject::captureThisKey(EShortcut key)
{
return false;
}
CKeyShortcut::CKeyShortcut()
: assignedKey(EShortcut::NONE)
, shortcutPressed(false)
{}
CKeyShortcut::CKeyShortcut(EShortcut key)
: assignedKey(key)
, shortcutPressed(false)
{
}
void CKeyShortcut::keyPressed(EShortcut key)
{
if( assignedKey == key && assignedKey != EShortcut::NONE && !shortcutPressed)
{
shortcutPressed = true;
clickPressed(GH.getCursorPosition());
}
}
void CKeyShortcut::keyReleased(EShortcut key)
{
if( assignedKey == key && assignedKey != EShortcut::NONE && shortcutPressed)
{
shortcutPressed = false;
clickReleased(GH.getCursorPosition());
}
}
WindowBase::WindowBase(int used_, Point pos_)
: CIntObject(used_, pos_)
{
}
void WindowBase::close()
{
if(!GH.windows().isTopWindow(this))
logGlobal->error("Only top interface must be closed");
GH.windows().popWindows(1);
}