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- /*
- * WindowHandler.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 "WindowHandler.h"
- #include "CGuiHandler.h"
- #include "CIntObject.h"
- #include "CursorHandler.h"
- #include "../CMT.h"
- #include "../CGameInfo.h"
- #include "../render/Colors.h"
- #include "../renderSDL/SDL_Extensions.h"
- void WindowHandler::popWindow(std::shared_ptr<IShowActivatable> top)
- {
- assert(windowsStack.back() == top);
- top->deactivate();
- disposed.push_back(top);
- windowsStack.pop_back();
- if(!windowsStack.empty())
- windowsStack.back()->activate();
- totalRedraw();
- }
- void WindowHandler::pushWindow(std::shared_ptr<IShowActivatable> newInt)
- {
- assert(newInt);
- assert(!vstd::contains(windowsStack, 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(!windowsStack.empty())
- windowsStack.back()->deactivate();
- windowsStack.push_back(newInt);
- CCS->curh->set(Cursor::Map::POINTER);
- newInt->activate();
- totalRedraw();
- }
- void WindowHandler::popWindows(int howMany)
- {
- if(!howMany)
- return; //senseless but who knows...
- assert(windowsStack.size() >= howMany);
- windowsStack.back()->deactivate();
- for(int i = 0; i < howMany; i++)
- {
- disposed.push_back(windowsStack.back());
- windowsStack.pop_back();
- }
- if(!windowsStack.empty())
- {
- windowsStack.back()->activate();
- totalRedraw();
- }
- GH.fakeMouseMove();
- }
- std::shared_ptr<IShowActivatable> WindowHandler::topWindowImpl() const
- {
- if(windowsStack.empty())
- return nullptr;
- return windowsStack.back();
- }
- bool WindowHandler::isTopWindow(std::shared_ptr<IShowActivatable> window) const
- {
- assert(window != nullptr);
- return !windowsStack.empty() && windowsStack.back() == window;
- }
- bool WindowHandler::isTopWindow(IShowActivatable * window) const
- {
- assert(window != nullptr);
- return !windowsStack.empty() && windowsStack.back().get() == window;
- }
- void WindowHandler::totalRedraw()
- {
- CSDL_Ext::fillSurface(screen2, Colors::BLACK);
- for(auto & elem : windowsStack)
- elem->showAll(screen2);
- CSDL_Ext::blitAt(screen2, 0, 0, screen);
- }
- void WindowHandler::simpleRedraw()
- {
- //update only top interface and draw background
- if(windowsStack.size() > 1)
- CSDL_Ext::blitAt(screen2, 0, 0, screen); //blit background
- if(!windowsStack.empty())
- windowsStack.back()->show(screen); //blit active interface/window
- }
- void WindowHandler::onScreenResize()
- {
- for(const auto & entry : windowsStack)
- entry->onScreenResize();
- totalRedraw();
- }
- void WindowHandler::onFrameRendered()
- {
- disposed.clear();
- }
- size_t WindowHandler::count() const
- {
- return windowsStack.size();
- }
- void WindowHandler::clear()
- {
- if(!windowsStack.empty())
- windowsStack.back()->deactivate();
- windowsStack.clear();
- disposed.clear();
- }
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