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- /*
- * CGuiHandler.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 "CGuiHandler.h"
- #include "../lib/CondSh.h"
- #include <SDL.h>
- #include "CIntObject.h"
- #include "CursorHandler.h"
- #include "../CGameInfo.h"
- #include "../../lib/CThreadHelper.h"
- #include "../../lib/CConfigHandler.h"
- #include "../CMT.h"
- #include "../CPlayerInterface.h"
- #include "../battle/BattleInterface.h"
- extern std::queue<SDL_Event> SDLEventsQueue;
- extern boost::mutex eventsM;
- boost::thread_specific_ptr<bool> inGuiThread;
- SObjectConstruction::SObjectConstruction(CIntObject *obj)
- :myObj(obj)
- {
- GH.createdObj.push_front(obj);
- GH.captureChildren = true;
- }
- SObjectConstruction::~SObjectConstruction()
- {
- assert(GH.createdObj.size());
- assert(GH.createdObj.front() == myObj);
- GH.createdObj.pop_front();
- GH.captureChildren = GH.createdObj.size();
- }
- SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
- {
- previousCapture = GH.captureChildren;
- GH.captureChildren = false;
- prevActions = GH.defActionsDef;
- GH.defActionsDef = actions;
- }
- SSetCaptureState::~SSetCaptureState()
- {
- GH.captureChildren = previousCapture;
- GH.defActionsDef = prevActions;
- }
- static inline void
- processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
- {
- if (mask & flag)
- cb(lst);
- }
- void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
- {
- processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
- processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
- processList(CIntObject::MCLICK,activityFlag,&mclickable,cb);
- processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
- processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
- processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
- processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
- processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
- processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
- processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
- }
- void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
- {
- processLists(activityFlag,[&](std::list<CIntObject*> * lst){
- lst->push_front(elem);
- });
- elem->active_m |= activityFlag;
- }
- void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
- {
- processLists(activityFlag,[&](std::list<CIntObject*> * lst){
- auto hlp = std::find(lst->begin(),lst->end(),elem);
- assert(hlp != lst->end());
- lst->erase(hlp);
- });
- elem->active_m &= ~activityFlag;
- }
- void CGuiHandler::popInt(std::shared_ptr<IShowActivatable> top)
- {
- assert(listInt.front() == top);
- top->deactivate();
- disposed.push_back(top);
- listInt.pop_front();
- objsToBlit -= top;
- if(!listInt.empty())
- listInt.front()->activate();
- totalRedraw();
- pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
- }
- void CGuiHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
- {
- assert(newInt);
- assert(!vstd::contains(listInt, newInt)); // do not add same object twice
- //a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
- screenBuf = screen2;
- if(!listInt.empty())
- listInt.front()->deactivate();
- listInt.push_front(newInt);
- CCS->curh->set(Cursor::Map::POINTER);
- newInt->activate();
- objsToBlit.push_back(newInt);
- totalRedraw();
- pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
- }
- void CGuiHandler::popInts(int howMany)
- {
- if(!howMany) return; //senseless but who knows...
- assert(listInt.size() >= howMany);
- listInt.front()->deactivate();
- for(int i=0; i < howMany; i++)
- {
- objsToBlit -= listInt.front();
- disposed.push_back(listInt.front());
- listInt.pop_front();
- }
- if(!listInt.empty())
- {
- listInt.front()->activate();
- totalRedraw();
- }
- fakeMouseMove();
- pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
- }
- std::shared_ptr<IShowActivatable> CGuiHandler::topInt()
- {
- if(listInt.empty())
- return std::shared_ptr<IShowActivatable>();
- else
- return listInt.front();
- }
- void CGuiHandler::totalRedraw()
- {
- #ifdef VCMI_ANDROID
- SDL_FillRect(screen2, NULL, SDL_MapRGB(screen2->format, 0, 0, 0));
- #endif
- for(auto & elem : objsToBlit)
- elem->showAll(screen2);
- blitAt(screen2,0,0,screen);
- }
- void CGuiHandler::updateTime()
- {
- int ms = mainFPSmng->getElapsedMilliseconds();
- std::list<CIntObject*> hlp = timeinterested;
- for (auto & elem : hlp)
- {
- if(!vstd::contains(timeinterested,elem)) continue;
- (elem)->onTimer(ms);
- }
- }
- void CGuiHandler::handleEvents()
- {
- //player interface may want special event handling
- if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
- return;
- boost::unique_lock<boost::mutex> lock(eventsM);
- while(!SDLEventsQueue.empty())
- {
- continueEventHandling = true;
- SDL_Event ev = SDLEventsQueue.front();
- current = &ev;
- SDLEventsQueue.pop();
- // In a sequence of mouse motion events, skip all but the last one.
- // This prevents freezes when every motion event takes longer to handle than interval at which
- // the events arrive (like dragging on the minimap in world view, with redraw at every event)
- // so that the events would start piling up faster than they can be processed.
- if ((ev.type == SDL_MOUSEMOTION) && !SDLEventsQueue.empty() && (SDLEventsQueue.front().type == SDL_MOUSEMOTION))
- continue;
- handleCurrentEvent();
- }
- }
- void CGuiHandler::handleCurrentEvent()
- {
- if(current->type == SDL_KEYDOWN || current->type == SDL_KEYUP)
- {
- SDL_KeyboardEvent key = current->key;
- if(current->type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
- {
- //TODO: we need some central place for all interface-independent hotkeys
- Settings s = settings.write["session"];
- switch(key.keysym.sym)
- {
- case SDLK_F5:
- if(settings["session"]["spectate-locked-pim"].Bool())
- LOCPLINT->pim->unlock();
- else
- LOCPLINT->pim->lock();
- s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
- break;
- case SDLK_F6:
- s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
- break;
- case SDLK_F7:
- s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
- break;
- case SDLK_F8:
- s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
- break;
- case SDLK_F9:
- //not working yet since CClient::run remain locked after BattleInterface removal
- // if(LOCPLINT->battleInt)
- // {
- // GH.popInts(1);
- // vstd::clear_pointer(LOCPLINT->battleInt);
- // }
- break;
- default:
- break;
- }
- return;
- }
- //translate numpad keys
- if(key.keysym.sym == SDLK_KP_ENTER)
- {
- key.keysym.sym = SDLK_RETURN;
- key.keysym.scancode = SDL_SCANCODE_RETURN;
- }
- bool keysCaptured = false;
- for(auto i = keyinterested.begin(); i != keyinterested.end() && continueEventHandling; i++)
- {
- if((*i)->captureThisEvent(key))
- {
- keysCaptured = true;
- break;
- }
- }
- std::list<CIntObject*> miCopy = keyinterested;
- for(auto i = miCopy.begin(); i != miCopy.end() && continueEventHandling; i++)
- if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
- (**i).keyPressed(key);
- }
- else if(current->type == SDL_MOUSEMOTION)
- {
- handleMouseMotion();
- }
- else if(current->type == SDL_MOUSEBUTTONDOWN)
- {
- switch(current->button.button)
- {
- case SDL_BUTTON_LEFT:
- if(lastClick == current->motion && (SDL_GetTicks() - lastClickTime) < 300)
- {
- std::list<CIntObject*> hlp = doubleClickInterested;
- for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
- {
- if(!vstd::contains(doubleClickInterested, *i)) continue;
- if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
- {
- (*i)->onDoubleClick();
- }
- }
- }
- lastClick = current->motion;
- lastClickTime = SDL_GetTicks();
- handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, true);
- break;
- case SDL_BUTTON_RIGHT:
- handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
- break;
- case SDL_BUTTON_MIDDLE:
- handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, true);
- break;
- default:
- break;
- }
- }
- else if(current->type == SDL_MOUSEWHEEL)
- {
- std::list<CIntObject*> hlp = wheelInterested;
- for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
- {
- if(!vstd::contains(wheelInterested,*i)) continue;
- // SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
- int x = 0, y = 0;
- SDL_GetMouseState(&x, &y);
- (*i)->wheelScrolled(current->wheel.y < 0, isItIn(&(*i)->pos, x, y));
- }
- }
- else if(current->type == SDL_TEXTINPUT)
- {
- for(auto it : textInterested)
- {
- it->textInputed(current->text);
- }
- }
- else if(current->type == SDL_TEXTEDITING)
- {
- for(auto it : textInterested)
- {
- it->textEdited(current->edit);
- }
- }
- //todo: muiltitouch
- else if(current->type == SDL_MOUSEBUTTONUP)
- {
- switch(current->button.button)
- {
- case SDL_BUTTON_LEFT:
- handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, false);
- break;
- case SDL_BUTTON_RIGHT:
- handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
- break;
- case SDL_BUTTON_MIDDLE:
- handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, false);
- break;
- }
- }
- current = nullptr;
- } //event end
- void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
- {
- auto hlp = interestedObjs;
- for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
- {
- if(!vstd::contains(interestedObjs, *i)) continue;
- auto prev = (*i)->mouseState(btn);
- if(!isPressed)
- (*i)->updateMouseState(btn, isPressed);
- if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
- {
- if(isPressed)
- (*i)->updateMouseState(btn, isPressed);
- (*i)->click(btn, isPressed, prev);
- }
- else if(!isPressed)
- (*i)->click(btn, boost::logic::indeterminate, prev);
- }
- }
- void CGuiHandler::handleMouseMotion()
- {
- //sending active, hovered hoverable objects hover() call
- std::vector<CIntObject*> hlp;
- for(auto & elem : hoverable)
- {
- if(isItIn(&(elem)->pos, current->motion.x, current->motion.y))
- {
- if (!(elem)->hovered)
- hlp.push_back((elem));
- }
- else if ((elem)->hovered)
- {
- (elem)->hover(false);
- (elem)->hovered = false;
- }
- }
- for(auto & elem : hlp)
- {
- elem->hover(true);
- elem->hovered = true;
- }
- handleMoveInterested(current->motion);
- }
- void CGuiHandler::simpleRedraw()
- {
- //update only top interface and draw background
- if(objsToBlit.size() > 1)
- blitAt(screen2,0,0,screen); //blit background
- if(!objsToBlit.empty())
- objsToBlit.back()->show(screen); //blit active interface/window
- }
- void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
- {
- //sending active, MotionInterested objects mouseMoved() call
- std::list<CIntObject*> miCopy = motioninterested;
- for(auto & elem : miCopy)
- {
- if(elem->strongInterest || isItInOrLowerBounds(&elem->pos, motion.x, motion.y)) //checking lower bounds fixes bug #2476
- {
- (elem)->mouseMoved(motion);
- }
- }
- }
- void CGuiHandler::fakeMouseMove()
- {
- SDL_Event event;
- SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
- int x, y;
- sme.state = SDL_GetMouseState(&x, &y);
- sme.x = x;
- sme.y = y;
- event.motion = sme;
- SDL_PushEvent(&event);
- }
- void CGuiHandler::renderFrame()
- {
- // Updating GUI requires locking pim mutex (that protects screen and GUI state).
- // During game:
- // When ending the game, the pim mutex might be hold by other thread,
- // that will notify us about the ending game by setting terminate_cond flag.
- //in PreGame terminate_cond stay false
- bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
- while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
- boost::this_thread::sleep(boost::posix_time::milliseconds(1));
- if(acquiredTheLockOnPim)
- {
- // If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
- boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
- if(nullptr != curInt)
- curInt->update();
- if(settings["general"]["showfps"].Bool())
- drawFPSCounter();
- SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
- SDL_RenderClear(mainRenderer);
- SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
- CCS->curh->render();
- SDL_RenderPresent(mainRenderer);
- disposed.clear();
- }
- mainFPSmng->framerateDelay(); // holds a constant FPS
- }
- CGuiHandler::CGuiHandler()
- : lastClick(-500, -500),lastClickTime(0), defActionsDef(0), captureChildren(false)
- {
- continueEventHandling = true;
- curInt = nullptr;
- current = nullptr;
- statusbar = nullptr;
- // Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
- mainFPSmng = new CFramerateManager(60);
- //do not init CFramerateManager here --AVS
- terminate_cond = new CondSh<bool>(false);
- }
- CGuiHandler::~CGuiHandler()
- {
- delete mainFPSmng;
- delete terminate_cond;
- }
- void CGuiHandler::breakEventHandling()
- {
- continueEventHandling = false;
- }
- void CGuiHandler::drawFPSCounter()
- {
- const static SDL_Color yellow = {255, 255, 0, 0};
- static SDL_Rect overlay = { 0, 0, 64, 32};
- Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
- SDL_FillRect(screen, &overlay, black);
- std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
- graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
- }
- SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
- {
- switch(key)
- {
- case SDLK_DOWN:
- return SDLK_KP_2;
- case SDLK_UP:
- return SDLK_KP_8;
- case SDLK_LEFT:
- return SDLK_KP_4;
- case SDLK_RIGHT:
- return SDLK_KP_6;
- default:
- throw std::runtime_error("Wrong key!");
- }
- }
- SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
- {
- #define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
- switch(key)
- {
- REMOVE_KP(0)
- REMOVE_KP(1)
- REMOVE_KP(2)
- REMOVE_KP(3)
- REMOVE_KP(4)
- REMOVE_KP(5)
- REMOVE_KP(6)
- REMOVE_KP(7)
- REMOVE_KP(8)
- REMOVE_KP(9)
- REMOVE_KP(PERIOD)
- REMOVE_KP(MINUS)
- REMOVE_KP(PLUS)
- REMOVE_KP(EQUALS)
- case SDLK_KP_MULTIPLY:
- return SDLK_ASTERISK;
- case SDLK_KP_DIVIDE:
- return SDLK_SLASH;
- case SDLK_KP_ENTER:
- return SDLK_RETURN;
- default:
- return SDLK_UNKNOWN;
- }
- #undef REMOVE_KP
- }
- bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
- {
- if(number)
- return key >= SDLK_KP_1 && key <= SDLK_KP_0;
- else
- return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
- }
- bool CGuiHandler::isArrowKey(SDL_Keycode key)
- {
- return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
- }
- bool CGuiHandler::amIGuiThread()
- {
- return inGuiThread.get() && *inGuiThread;
- }
- void CGuiHandler::pushSDLEvent(int type, int usercode)
- {
- SDL_Event event;
- event.type = type;
- event.user.code = usercode; // not necessarily used
- SDL_PushEvent(&event);
- }
- CFramerateManager::CFramerateManager(int rate)
- {
- this->rate = rate;
- this->rateticks = (1000.0 / rate);
- this->fps = 0;
- this->accumulatedFrames = 0;
- this->accumulatedTime = 0;
- this->lastticks = 0;
- this->timeElapsed = 0;
- }
- void CFramerateManager::init()
- {
- this->lastticks = SDL_GetTicks();
- }
- void CFramerateManager::framerateDelay()
- {
- ui32 currentTicks = SDL_GetTicks();
- timeElapsed = currentTicks - lastticks;
- accumulatedFrames++;
- // FPS is higher than it should be, then wait some time
- if(timeElapsed < rateticks)
- {
- SDL_Delay((Uint32)ceil(this->rateticks) - timeElapsed);
- }
- currentTicks = SDL_GetTicks();
- // recalculate timeElapsed for external calls via getElapsed()
- // limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
- timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
- lastticks = SDL_GetTicks();
- accumulatedTime += timeElapsed;
- if(accumulatedFrames >= 100)
- {
- //about 2 second should be passed
- fps = static_cast<int>(ceil(1000.0 / (accumulatedTime / accumulatedFrames)));
- accumulatedTime = 0;
- accumulatedFrames = 0;
- }
- }
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