CGuiHandler.cpp 5.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251
  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. assert(CPlayerInterface::pim);
  83. boost::unique_lock lock(*CPlayerInterface::pim);
  84. GH.events().dispatchMouseMoved(Point(0, 0), GH.getCursorPosition());
  85. });
  86. }
  87. void CGuiHandler::startTextInput(const Rect & whereInput)
  88. {
  89. input().startTextInput(whereInput);
  90. }
  91. void CGuiHandler::stopTextInput()
  92. {
  93. input().stopTextInput();
  94. }
  95. void CGuiHandler::renderFrame()
  96. {
  97. {
  98. boost::recursive_mutex::scoped_lock un(*CPlayerInterface::pim);
  99. if(nullptr != curInt)
  100. curInt->update();
  101. if(settings["video"]["showfps"].Bool())
  102. drawFPSCounter();
  103. SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
  104. SDL_RenderClear(mainRenderer);
  105. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  106. CCS->curh->render();
  107. SDL_RenderPresent(mainRenderer);
  108. windows().onFrameRendered();
  109. }
  110. framerate().framerateDelay(); // holds a constant FPS
  111. }
  112. CGuiHandler::CGuiHandler()
  113. : defActionsDef(0)
  114. , captureChildren(false)
  115. , curInt(nullptr)
  116. , fakeStatusBar(std::make_shared<EmptyStatusBar>())
  117. {
  118. }
  119. CGuiHandler::~CGuiHandler() = default;
  120. ShortcutHandler & CGuiHandler::shortcuts()
  121. {
  122. assert(shortcutsHandlerInstance);
  123. return *shortcutsHandlerInstance;
  124. }
  125. FramerateManager & CGuiHandler::framerate()
  126. {
  127. assert(framerateManagerInstance);
  128. return *framerateManagerInstance;
  129. }
  130. bool CGuiHandler::isKeyboardCtrlDown() const
  131. {
  132. return inputHandlerInstance->isKeyboardCtrlDown();
  133. }
  134. bool CGuiHandler::isKeyboardAltDown() const
  135. {
  136. return inputHandlerInstance->isKeyboardAltDown();
  137. }
  138. bool CGuiHandler::isKeyboardShiftDown() const
  139. {
  140. return inputHandlerInstance->isKeyboardShiftDown();
  141. }
  142. const Point & CGuiHandler::getCursorPosition() const
  143. {
  144. return inputHandlerInstance->getCursorPosition();
  145. }
  146. Point CGuiHandler::screenDimensions() const
  147. {
  148. return Point(screen->w, screen->h);
  149. }
  150. void CGuiHandler::drawFPSCounter()
  151. {
  152. static SDL_Rect overlay = { 0, 0, 24, 24};
  153. uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
  154. SDL_FillRect(screen, &overlay, black);
  155. std::string fps = std::to_string(framerate().getFramerate());
  156. graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, Colors::YELLOW, Point(4, 2));
  157. }
  158. bool CGuiHandler::amIGuiThread()
  159. {
  160. return inGuiThread;
  161. }
  162. void CGuiHandler::dispatchMainThread(const std::function<void()> & functor)
  163. {
  164. inputHandlerInstance->dispatchMainThread(functor);
  165. }
  166. IScreenHandler & CGuiHandler::screenHandler()
  167. {
  168. return *screenHandlerInstance;
  169. }
  170. IRenderHandler & CGuiHandler::renderHandler()
  171. {
  172. return *renderHandlerInstance;
  173. }
  174. EventDispatcher & CGuiHandler::events()
  175. {
  176. return *eventDispatcherInstance;
  177. }
  178. InputHandler & CGuiHandler::input()
  179. {
  180. return *inputHandlerInstance;
  181. }
  182. WindowHandler & CGuiHandler::windows()
  183. {
  184. assert(windowHandlerInstance);
  185. return *windowHandlerInstance;
  186. }
  187. std::shared_ptr<IStatusBar> CGuiHandler::statusbar()
  188. {
  189. auto locked = currentStatusBar.lock();
  190. if (!locked)
  191. return fakeStatusBar;
  192. return locked;
  193. }
  194. void CGuiHandler::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
  195. {
  196. currentStatusBar = newStatusBar;
  197. }
  198. void CGuiHandler::onScreenResize()
  199. {
  200. screenHandler().onScreenResize();
  201. windows().onScreenResize();
  202. }