CGuiHandler.h 5.8 KB

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  1. /*
  2. * CGuiHandler.h, 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. #pragma once
  11. //#include "../../lib/CStopWatch.h"
  12. #include "Geometries.h"
  13. #include "SDL_Extensions.h"
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. template <typename T> struct CondSh;
  16. VCMI_LIB_NAMESPACE_END
  17. class CFramerateManager;
  18. class CGStatusBar;
  19. class CIntObject;
  20. class IUpdateable;
  21. class IShowActivatable;
  22. class IShowable;
  23. enum class EIntObjMouseBtnType;
  24. // TODO: event handling need refactoring
  25. enum EUserEvent
  26. {
  27. /*CHANGE_SCREEN_RESOLUTION = 1,*/
  28. RETURN_TO_MAIN_MENU = 2,
  29. //STOP_CLIENT = 3,
  30. RESTART_GAME = 4,
  31. RETURN_TO_MENU_LOAD,
  32. FULLSCREEN_TOGGLED,
  33. CAMPAIGN_START_SCENARIO,
  34. FORCE_QUIT, //quit client without question
  35. INTERFACE_CHANGED
  36. };
  37. // A fps manager which holds game updates at a constant rate
  38. class CFramerateManager
  39. {
  40. private:
  41. double rateticks;
  42. ui32 lastticks, timeElapsed;
  43. int rate;
  44. ui32 accumulatedTime,accumulatedFrames;
  45. public:
  46. int fps; // the actual fps value
  47. CFramerateManager(int rate); // initializes the manager with a given fps rate
  48. void init(); // needs to be called directly before the main game loop to reset the internal timer
  49. void framerateDelay(); // needs to be called every game update cycle
  50. ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
  51. ui32 getFrameNumber() const { return accumulatedFrames; }
  52. };
  53. // Handles GUI logic and drawing
  54. class CGuiHandler
  55. {
  56. public:
  57. CFramerateManager * mainFPSmng; //to keep const framerate
  58. std::list<std::shared_ptr<IShowActivatable>> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
  59. std::shared_ptr<CGStatusBar> statusbar;
  60. private:
  61. std::vector<std::shared_ptr<IShowActivatable>> disposed;
  62. std::atomic<bool> continueEventHandling;
  63. typedef std::list<CIntObject*> CIntObjectList;
  64. //active GUI elements (listening for events
  65. CIntObjectList lclickable,
  66. rclickable,
  67. mclickable,
  68. hoverable,
  69. keyinterested,
  70. motioninterested,
  71. timeinterested,
  72. wheelInterested,
  73. doubleClickInterested,
  74. textInterested;
  75. void handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed);
  76. void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
  77. public:
  78. void handleElementActivate(CIntObject * elem, ui16 activityFlag);
  79. void handleElementDeActivate(CIntObject * elem, ui16 activityFlag);
  80. public:
  81. //objs to blit
  82. std::vector<std::shared_ptr<IShowActivatable>> objsToBlit;
  83. SDL_Event * current; //current event - can be set to nullptr to stop handling event
  84. IUpdateable *curInt;
  85. Point lastClick;
  86. unsigned lastClickTime;
  87. bool multifinger;
  88. ui8 defActionsDef; //default auto actions
  89. bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
  90. std::list<CIntObject *> createdObj; //stack of objs being created
  91. CGuiHandler();
  92. ~CGuiHandler();
  93. void renderFrame();
  94. void totalRedraw(); //forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering
  95. void simpleRedraw(); //update only top interface and draw background from buffer, sets a flag, method gets called at the end of the rendering
  96. void pushInt(std::shared_ptr<IShowActivatable> newInt); //deactivate old top interface, activates this one and pushes to the top
  97. template <typename T, typename ... Args>
  98. void pushIntT(Args && ... args)
  99. {
  100. auto newInt = std::make_shared<T>(std::forward<Args>(args)...);
  101. pushInt(newInt);
  102. }
  103. void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
  104. void popInt(std::shared_ptr<IShowActivatable> top); //removes given interface from the top and activates next
  105. std::shared_ptr<IShowActivatable> topInt(); //returns top interface
  106. void updateTime(); //handles timeInterested
  107. void handleEvents(); //takes events from queue and calls interested objects
  108. void handleCurrentEvent();
  109. void handleMouseMotion();
  110. void handleMoveInterested( const SDL_MouseMotionEvent & motion );
  111. void fakeMouseMove();
  112. void breakEventHandling(); //current event won't be propagated anymore
  113. void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
  114. static SDL_Keycode arrowToNum(SDL_Keycode key); //converts arrow key to according numpad key
  115. static SDL_Keycode numToDigit(SDL_Keycode key);//converts numpad digit key to normal digit key
  116. static bool isNumKey(SDL_Keycode key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
  117. static bool isArrowKey(SDL_Keycode key);
  118. static bool amIGuiThread();
  119. static void pushSDLEvent(int type, int usercode = 0);
  120. CondSh<bool> * terminate_cond; // confirm termination
  121. };
  122. extern CGuiHandler GH; //global gui handler
  123. struct SObjectConstruction
  124. {
  125. CIntObject *myObj;
  126. SObjectConstruction(CIntObject *obj);
  127. ~SObjectConstruction();
  128. };
  129. struct SSetCaptureState
  130. {
  131. bool previousCapture;
  132. ui8 prevActions;
  133. SSetCaptureState(bool allow, ui8 actions);
  134. ~SSetCaptureState();
  135. };
  136. #define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
  137. #define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
  138. #define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
  139. #define OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE defActions = 255 - DISPOSE; SSetCaptureState obj__i1(true, 255 - DISPOSE); SObjectConstruction obj__i(this)