CGuiHandler.cpp 5.7 KB

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  1. /*
  2. * CGuiHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGuiHandler.h"
  12. #include "../lib/CondSh.h"
  13. #include "CIntObject.h"
  14. #include "CursorHandler.h"
  15. #include "ShortcutHandler.h"
  16. #include "FramerateManager.h"
  17. #include "WindowHandler.h"
  18. #include "EventDispatcher.h"
  19. #include "../eventsSDL/InputHandler.h"
  20. #include "../CGameInfo.h"
  21. #include "../render/Colors.h"
  22. #include "../render/Graphics.h"
  23. #include "../render/IFont.h"
  24. #include "../render/EFont.h"
  25. #include "../renderSDL/ScreenHandler.h"
  26. #include "../renderSDL/RenderHandler.h"
  27. #include "../CMT.h"
  28. #include "../CPlayerInterface.h"
  29. #include "../battle/BattleInterface.h"
  30. #include "../../lib/CThreadHelper.h"
  31. #include "../../lib/CConfigHandler.h"
  32. #include <SDL_render.h>
  33. CGuiHandler GH;
  34. static thread_local bool inGuiThread = false;
  35. SObjectConstruction::SObjectConstruction(CIntObject *obj)
  36. :myObj(obj)
  37. {
  38. GH.createdObj.push_front(obj);
  39. GH.captureChildren = true;
  40. }
  41. SObjectConstruction::~SObjectConstruction()
  42. {
  43. assert(GH.createdObj.size());
  44. assert(GH.createdObj.front() == myObj);
  45. GH.createdObj.pop_front();
  46. GH.captureChildren = GH.createdObj.size();
  47. }
  48. SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
  49. {
  50. previousCapture = GH.captureChildren;
  51. GH.captureChildren = false;
  52. prevActions = GH.defActionsDef;
  53. GH.defActionsDef = actions;
  54. }
  55. SSetCaptureState::~SSetCaptureState()
  56. {
  57. GH.captureChildren = previousCapture;
  58. GH.defActionsDef = prevActions;
  59. }
  60. void CGuiHandler::init()
  61. {
  62. inGuiThread = true;
  63. inputHandlerInstance = std::make_unique<InputHandler>();
  64. eventDispatcherInstance = std::make_unique<EventDispatcher>();
  65. windowHandlerInstance = std::make_unique<WindowHandler>();
  66. screenHandlerInstance = std::make_unique<ScreenHandler>();
  67. renderHandlerInstance = std::make_unique<RenderHandler>();
  68. shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
  69. framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
  70. }
  71. void CGuiHandler::handleEvents()
  72. {
  73. events().dispatchTimer(framerate().getElapsedMilliseconds());
  74. //player interface may want special event handling
  75. if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
  76. return;
  77. input().processEvents();
  78. }
  79. void CGuiHandler::fakeMouseMove()
  80. {
  81. dispatchMainThread([](){
  82. GH.events().dispatchMouseMoved(Point(0, 0), GH.getCursorPosition());
  83. });
  84. }
  85. void CGuiHandler::startTextInput(const Rect & whereInput)
  86. {
  87. input().startTextInput(whereInput);
  88. }
  89. void CGuiHandler::stopTextInput()
  90. {
  91. input().stopTextInput();
  92. }
  93. void CGuiHandler::renderFrame()
  94. {
  95. {
  96. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  97. if (nullptr != curInt)
  98. curInt->update();
  99. if (settings["video"]["showfps"].Bool())
  100. drawFPSCounter();
  101. }
  102. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  103. SDL_RenderClear(mainRenderer);
  104. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  105. {
  106. boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
  107. CCS->curh->render();
  108. windows().onFrameRendered();
  109. }
  110. SDL_RenderPresent(mainRenderer);
  111. framerate().framerateDelay(); // holds a constant FPS
  112. }
  113. CGuiHandler::CGuiHandler()
  114. : defActionsDef(0)
  115. , captureChildren(false)
  116. , curInt(nullptr)
  117. , fakeStatusBar(std::make_shared<EmptyStatusBar>())
  118. {
  119. }
  120. CGuiHandler::~CGuiHandler() = default;
  121. ShortcutHandler & CGuiHandler::shortcuts()
  122. {
  123. assert(shortcutsHandlerInstance);
  124. return *shortcutsHandlerInstance;
  125. }
  126. FramerateManager & CGuiHandler::framerate()
  127. {
  128. assert(framerateManagerInstance);
  129. return *framerateManagerInstance;
  130. }
  131. bool CGuiHandler::isKeyboardCtrlDown() const
  132. {
  133. return inputHandlerInstance->isKeyboardCtrlDown();
  134. }
  135. bool CGuiHandler::isKeyboardAltDown() const
  136. {
  137. return inputHandlerInstance->isKeyboardAltDown();
  138. }
  139. bool CGuiHandler::isKeyboardShiftDown() const
  140. {
  141. return inputHandlerInstance->isKeyboardShiftDown();
  142. }
  143. const Point & CGuiHandler::getCursorPosition() const
  144. {
  145. return inputHandlerInstance->getCursorPosition();
  146. }
  147. Point CGuiHandler::screenDimensions() const
  148. {
  149. return Point(screen->w, screen->h);
  150. }
  151. void CGuiHandler::drawFPSCounter()
  152. {
  153. int x = 7;
  154. int y = screen->h-20;
  155. int width3digitFPSIncludingPadding = 48;
  156. int heightFPSTextIncludingPadding = 11;
  157. static SDL_Rect overlay = { x, y, width3digitFPSIncludingPadding, heightFPSTextIncludingPadding};
  158. uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
  159. SDL_FillRect(screen, &overlay, black);
  160. std::string fps = std::to_string(framerate().getFramerate())+" FPS";
  161. graphics->fonts[FONT_SMALL]->renderTextLeft(screen, fps, Colors::WHITE, Point(8, screen->h-22));
  162. }
  163. bool CGuiHandler::amIGuiThread()
  164. {
  165. return inGuiThread;
  166. }
  167. void CGuiHandler::dispatchMainThread(const std::function<void()> & functor)
  168. {
  169. inputHandlerInstance->dispatchMainThread(functor);
  170. }
  171. IScreenHandler & CGuiHandler::screenHandler()
  172. {
  173. return *screenHandlerInstance;
  174. }
  175. IRenderHandler & CGuiHandler::renderHandler()
  176. {
  177. return *renderHandlerInstance;
  178. }
  179. EventDispatcher & CGuiHandler::events()
  180. {
  181. return *eventDispatcherInstance;
  182. }
  183. InputHandler & CGuiHandler::input()
  184. {
  185. return *inputHandlerInstance;
  186. }
  187. WindowHandler & CGuiHandler::windows()
  188. {
  189. assert(windowHandlerInstance);
  190. return *windowHandlerInstance;
  191. }
  192. std::shared_ptr<IStatusBar> CGuiHandler::statusbar()
  193. {
  194. auto locked = currentStatusBar.lock();
  195. if (!locked)
  196. return fakeStatusBar;
  197. return locked;
  198. }
  199. void CGuiHandler::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
  200. {
  201. currentStatusBar = newStatusBar;
  202. }
  203. void CGuiHandler::onScreenResize(bool resolutionChanged)
  204. {
  205. if(resolutionChanged)
  206. {
  207. screenHandler().onScreenResize();
  208. }
  209. windows().onScreenResize();
  210. }