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- #include "StdInc.h"
- #include "CGuiHandler.h"
- #include "GL2D.h"
- #include "SDL_Extensions.h"
- #include "CIntObject.h"
- #include "../CGameInfo.h"
- #include "../CPlayerInterface.h"
- #include "CCursorHandler.h"
- #include "../../lib/CThreadHelper.h"
- #include "../../lib/CConfigHandler.h"
- extern SDL_Surface * screenBuf, * screen2, * screen;
- extern std::queue<SDL_Event> events;
- 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::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);
- }
- 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){
- std::list<CIntObject*>::iterator hlp = std::find(lst->begin(),lst->end(),elem);
- assert(hlp != lst->end());
- lst->erase(hlp);
- });
- elem->active_m &= ~activityFlag;
- }
- void CGuiHandler::popInt( IShowActivatable *top )
- {
- assert(listInt.front() == top);
- top->deactivate();
- listInt.pop_front();
- objsToBlit -= top;
- if(listInt.size())
- listInt.front()->activate();
- totalRedraw();
- }
- void CGuiHandler::popIntTotally( IShowActivatable *top )
- {
- assert(listInt.front() == top);
- popInt(top);
- delete top;
- fakeMouseMove();
- }
- void CGuiHandler::pushInt( IShowActivatable *newInt )
- {
- //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.size())
- listInt.front()->deactivate();
- listInt.push_front(newInt);
- newInt->activate();
- objsToBlit.push_back(newInt);
- totalRedraw();
- }
- 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();
- delete listInt.front();
- listInt.pop_front();
- }
- if(listInt.size())
- {
- listInt.front()->activate();
- totalRedraw();
- }
- fakeMouseMove();
- }
- IShowActivatable * CGuiHandler::topInt()
- {
- if(!listInt.size())
- return NULL;
- else
- return listInt.front();
- }
- void CGuiHandler::totalRedraw()
- {
- for (size_t i=0; i<objsToBlit.size(); ++i)
- objsToBlit[i]->showAll();
- if (settings["general"]["showfps"].Bool()) drawFPSCounter();
- // draw the mouse cursor and update the screen
- CCS->curh->drawWithScreenRestore();
- CCS->curh->drawRestored();
- SDL_GL_SwapBuffers();
- }
- void CGuiHandler::updateTime()
- {
- int ms = mainFPSmng->getElapsedMilliseconds();
- std::list<CIntObject*> hlp = timeinterested;
- for (std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end();i++)
- {
- if(!vstd::contains(timeinterested,*i)) continue;
- (*i)->onTimer(ms);
- }
- }
- void CGuiHandler::handleEvents()
- {
- while(true)
- {
- SDL_Event ev;
- boost::unique_lock<boost::mutex> lock(eventsM);
- if(!events.size())
- {
- return;
- }
- else
- {
- ev = events.front();
- events.pop();
- }
- handleEvent(&ev);
- }
- }
- void CGuiHandler::handleEvent(SDL_Event *sEvent)
- {
- current = sEvent;
- bool prev;
- if (sEvent->type==SDL_KEYDOWN || sEvent->type==SDL_KEYUP)
- {
- SDL_KeyboardEvent key = sEvent->key;
- //translate numpad keys
- if(key.keysym.sym == SDLK_KP_ENTER)
- {
- key.keysym.sym = (SDLKey)SDLK_RETURN;
- }
- bool keysCaptured = false;
- for(std::list<CIntObject*>::iterator i=keyinterested.begin(); i != keyinterested.end() && current; i++)
- {
- if((*i)->captureThisEvent(key))
- {
- keysCaptured = true;
- break;
- }
- }
- std::list<CIntObject*> miCopy = keyinterested;
- for(std::list<CIntObject*>::iterator i=miCopy.begin(); i != miCopy.end() && current; i++)
- if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
- (**i).keyPressed(key);
- }
- else if(sEvent->type==SDL_MOUSEMOTION)
- {
- CCS->curh->cursorMove(sEvent->motion.x, sEvent->motion.y);
- handleMouseMotion(sEvent);
- }
- else if (sEvent->type==SDL_MOUSEBUTTONDOWN)
- {
- if(sEvent->button.button == SDL_BUTTON_LEFT)
- {
- if(lastClick == sEvent->motion && (SDL_GetTicks() - lastClickTime) < 300)
- {
- std::list<CIntObject*> hlp = doubleClickInterested;
- for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
- {
- if(!vstd::contains(doubleClickInterested,*i)) continue;
- if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
- {
- (*i)->onDoubleClick();
- }
- }
- }
- lastClick = sEvent->motion;
- lastClickTime = SDL_GetTicks();
- std::list<CIntObject*> hlp = lclickable;
- for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
- {
- if(!vstd::contains(lclickable,*i)) continue;
- if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
- {
- prev = (*i)->pressedL;
- (*i)->pressedL = true;
- (*i)->clickLeft(true, prev);
- }
- }
- }
- else if (sEvent->button.button == SDL_BUTTON_RIGHT)
- {
- std::list<CIntObject*> hlp = rclickable;
- for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
- {
- if(!vstd::contains(rclickable,*i)) continue;
- if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
- {
- prev = (*i)->pressedR;
- (*i)->pressedR = true;
- (*i)->clickRight(true, prev);
- }
- }
- }
- else if(sEvent->button.button == SDL_BUTTON_WHEELDOWN || sEvent->button.button == SDL_BUTTON_WHEELUP)
- {
- std::list<CIntObject*> hlp = wheelInterested;
- for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
- {
- if(!vstd::contains(wheelInterested,*i)) continue;
- (*i)->wheelScrolled(sEvent->button.button == SDL_BUTTON_WHEELDOWN, isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y));
- }
- }
- }
- else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))
- {
- std::list<CIntObject*> hlp = lclickable;
- for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
- {
- if(!vstd::contains(lclickable,*i)) continue;
- prev = (*i)->pressedL;
- (*i)->pressedL = false;
- if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
- {
- (*i)->clickLeft(false, prev);
- }
- else
- (*i)->clickLeft(boost::logic::indeterminate, prev);
- }
- }
- else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_RIGHT))
- {
- std::list<CIntObject*> hlp = rclickable;
- for(std::list<CIntObject*>::iterator i=hlp.begin(); i != hlp.end() && current; i++)
- {
- if(!vstd::contains(rclickable,*i)) continue;
- prev = (*i)->pressedR;
- (*i)->pressedR = false;
- if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
- {
- (*i)->clickRight(false, prev);
- }
- else
- (*i)->clickRight(boost::logic::indeterminate, prev);
- }
- }
- current = NULL;
- } //event end
- void CGuiHandler::handleMouseMotion(SDL_Event *sEvent)
- {
- //sending active, hovered hoverable objects hover() call
- std::vector<CIntObject*> hlp;
- for(std::list<CIntObject*>::iterator i=hoverable.begin(); i != hoverable.end();i++)
- {
- if (isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y))
- {
- if (!(*i)->hovered)
- hlp.push_back((*i));
- }
- else if ((*i)->hovered)
- {
- (*i)->hover(false);
- (*i)->hovered = false;
- }
- }
- for(int i=0; i<hlp.size();i++)
- {
- hlp[i]->hover(true);
- hlp[i]->hovered = true;
- }
- handleMoveInterested(sEvent->motion);
- }
- void CGuiHandler::simpleRedraw()
- {
- //update only top interface and draw background
- //* if(objsToBlit.size() > 1)
- //* blitAt(screen2,0,0,screen); //blit background
- objsToBlit.back()->show(); //blit active interface/window
- }
- void CGuiHandler::handleMoveInterested( const SDL_MouseMotionEvent & motion )
- {
- //sending active, MotionInterested objects mouseMoved() call
- std::list<CIntObject*> miCopy = motioninterested;
- for(std::list<CIntObject*>::iterator i=miCopy.begin(); i != miCopy.end();i++)
- {
- if ((*i)->strongInterest || isItIn(&(*i)->pos, motion.x, motion.y))
- {
- (*i)->mouseMoved(motion);
- }
- }
- }
- void CGuiHandler::fakeMouseMove()
- {
- SDL_Event evnt;
- SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0};
- int x, y;
- sme.state = SDL_GetMouseState(&x, &y);
- sme.x = x;
- sme.y = y;
- evnt.motion = sme;
- current = &evnt;
- handleMouseMotion(&evnt);
- }
- void CGuiHandler::run()
- {
- setThreadName("CGuiHandler::run");
- inGuiThread.reset(new bool(true));
- try
- {
- GL2D::attachToCurrentThread();
- if (settings["video"]["fullscreen"].Bool())
- CCS->curh->centerCursor();
- mainFPSmng->init(); // resets internal clock, needed for FPS manager
- while(!terminate)
- {
- boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
- if (curInt) curInt->update();
- // Handles mouse and key input
- updateTime();
- handleEvents();
- totalRedraw();
- mainFPSmng->framerateDelay(); // holds a constant FPS
- }
- }
- catch(const std::exception & e)
- {
- tlog1 << "Error: " << e.what() << std::endl;
- exit(EXIT_FAILURE);
- }
- }
- CGuiHandler::CGuiHandler()
- :lastClick(-500, -500)
- {
- curInt = NULL;
- current = NULL;
- terminate = false;
- statusbar = NULL;
- // 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(48);
- mainFPSmng->init(); // resets internal clock, needed for FPS manager
- }
- CGuiHandler::~CGuiHandler()
- {
- delete mainFPSmng;
- }
- void CGuiHandler::breakEventHandling()
- {
- current = NULL;
- }
- 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));
- }
- SDLKey CGuiHandler::arrowToNum( SDLKey key )
- {
- switch(key)
- {
- case SDLK_DOWN:
- return SDLK_KP2;
- case SDLK_UP:
- return SDLK_KP8;
- case SDLK_LEFT:
- return SDLK_KP4;
- case SDLK_RIGHT:
- return SDLK_KP6;
- default:
- assert(0);
- }
- throw std::runtime_error("Wrong key!");
- }
- SDLKey CGuiHandler::numToDigit( SDLKey key )
- {
- if(key >= SDLK_KP0 && key <= SDLK_KP9)
- return SDLKey(key - SDLK_KP0 + SDLK_0);
- #define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
- switch(key)
- {
- 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:
- //tlog3 << "Illegal numkey conversion!" << std::endl;
- return SDLK_UNKNOWN;
- }
- #undef REMOVE_KP
- }
- bool CGuiHandler::isNumKey( SDLKey key, bool number )
- {
- if(number)
- return key >= SDLK_KP0 && key <= SDLK_KP9;
- else
- return key >= SDLK_KP0 && key <= SDLK_KP_EQUALS;
- }
- bool CGuiHandler::isArrowKey( SDLKey key )
- {
- return key >= SDLK_UP && key <= SDLK_LEFT;
- }
- 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 = (ui32)ceil(1000.0 / rate);
- this->fps = 0;
- }
- void CFramerateManager::init()
- {
- this->lastticks = SDL_GetTicks();
- }
- void CFramerateManager::framerateDelay()
- {
- ui32 currentTicks = SDL_GetTicks();
- timeElapsed = currentTicks - lastticks;
- // FPS is higher than it should be, then wait some time
- if (timeElapsed < rateticks)
- {
- SDL_Delay(rateticks - timeElapsed);
- }
- currentTicks = SDL_GetTicks();
- fps = ceil(1000.0 / timeElapsed);
- //recalculate timeElapsed for external calls via getElapsed()
- timeElapsed = currentTicks - lastticks;
- lastticks = SDL_GetTicks();
- }
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