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https://github.com/vcmi/vcmi.git
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9bfe000724
Currently closing game while network thread is waiting for something is very bug-prone, since network thread may resume during shutdown and access partially destroyed client state. Now if exit has been requested, the very first step would be semi- graceful shutdown of network thread (via exception throwing). This may in theory skip some cleanup in non-RAII code, but since game is shutting down this does not matters much. This logic applies to: - shutting down while network thread is waiting for dialogs - shuttind down while network thread waiting for animations in combat
138 lines
4.3 KiB
C++
138 lines
4.3 KiB
C++
/*
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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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#pragma once
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VCMI_LIB_NAMESPACE_BEGIN
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class Point;
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class Rect;
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VCMI_LIB_NAMESPACE_END
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enum class MouseButton;
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class ShortcutHandler;
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class FramerateManager;
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class IStatusBar;
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class CIntObject;
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class IUpdateable;
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class IShowActivatable;
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class IRenderHandler;
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class IScreenHandler;
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class WindowHandler;
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class EventDispatcher;
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class InputHandler;
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// Handles GUI logic and drawing
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class CGuiHandler
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{
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private:
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/// Fake no-op version status bar, for use in windows that have no status bar
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std::shared_ptr<IStatusBar> fakeStatusBar;
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/// Status bar of current window, if any. Uses weak_ptr to allow potential hanging reference after owned window has been deleted
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std::weak_ptr<IStatusBar> currentStatusBar;
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std::unique_ptr<ShortcutHandler> shortcutsHandlerInstance;
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std::unique_ptr<WindowHandler> windowHandlerInstance;
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std::unique_ptr<IScreenHandler> screenHandlerInstance;
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std::unique_ptr<IRenderHandler> renderHandlerInstance;
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std::unique_ptr<FramerateManager> framerateManagerInstance;
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std::unique_ptr<EventDispatcher> eventDispatcherInstance;
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std::unique_ptr<InputHandler> inputHandlerInstance;
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public:
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boost::mutex interfaceMutex;
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/// returns current position of mouse cursor, relative to vcmi window
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const Point & getCursorPosition() const;
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ShortcutHandler & shortcuts();
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FramerateManager & framerate();
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EventDispatcher & events();
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InputHandler & input();
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/// Returns current logical screen dimensions
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/// May not match size of window if user has UI scaling different from 100%
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Point screenDimensions() const;
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/// returns true if Alt is currently pressed down
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bool isKeyboardAltDown() const;
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/// returns true if Ctrl is currently pressed down
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/// on Apple system, this also tests for Cmd key
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/// For use with keyboard-based events
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bool isKeyboardCtrlDown() const;
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/// on Apple systems, returns true if Cmd key is pressed
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/// on other systems, returns true if Ctrl is pressed
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/// /// For use with mouse-based events
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bool isKeyboardCmdDown() const;
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/// returns true if Shift is currently pressed down
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bool isKeyboardShiftDown() const;
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void startTextInput(const Rect & where);
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void stopTextInput();
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IScreenHandler & screenHandler();
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IRenderHandler & renderHandler();
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WindowHandler & windows();
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/// Returns currently active status bar. Guaranteed to be non-null
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std::shared_ptr<IStatusBar> statusbar();
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/// Set currently active status bar
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void setStatusbar(std::shared_ptr<IStatusBar>);
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IUpdateable *curInt;
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ui8 defActionsDef; //default auto actions
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bool 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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CGuiHandler();
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~CGuiHandler();
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void init();
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void renderFrame();
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/// called whenever SDL_WINDOWEVENT_RESTORED is reported or the user selects a different resolution, requiring to center/resize all windows
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void onScreenResize(bool resolutionChanged);
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void handleEvents(); //takes events from queue and calls interested objects
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void fakeMouseMove();
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void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
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bool amIGuiThread();
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/// Calls provided functor in main thread on next execution frame
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void dispatchMainThread(const std::function<void()> & functor);
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};
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extern CGuiHandler GH; //global gui handler
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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_TARGETED(obj) SObjectConstruction obj__i(obj)
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#define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
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#define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
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#define OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE defActions = 255 - DISPOSE; SSetCaptureState obj__i1(true, 255 - DISPOSE); SObjectConstruction obj__i(this)
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