CGuiHandler.h 6.2 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/Point.h"
  12. #include "SDL_keycode.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. template <typename T> struct CondSh;
  15. VCMI_LIB_NAMESPACE_END
  16. union SDL_Event;
  17. struct SDL_MouseMotionEvent;
  18. class CFramerateManager;
  19. class IStatusBar;
  20. class CIntObject;
  21. class IUpdateable;
  22. class IShowActivatable;
  23. class IShowable;
  24. enum class EIntObjMouseBtnType;
  25. // TODO: event handling need refactoring
  26. enum EUserEvent
  27. {
  28. /*CHANGE_SCREEN_RESOLUTION = 1,*/
  29. RETURN_TO_MAIN_MENU = 2,
  30. //STOP_CLIENT = 3,
  31. RESTART_GAME = 4,
  32. RETURN_TO_MENU_LOAD,
  33. FULLSCREEN_TOGGLED,
  34. CAMPAIGN_START_SCENARIO,
  35. FORCE_QUIT, //quit client without question
  36. INTERFACE_CHANGED
  37. };
  38. // A fps manager which holds game updates at a constant rate
  39. class CFramerateManager
  40. {
  41. private:
  42. double rateticks;
  43. ui32 lastticks, timeElapsed;
  44. int rate;
  45. ui32 accumulatedTime,accumulatedFrames;
  46. public:
  47. int fps; // the actual fps value
  48. CFramerateManager(int rate); // initializes the manager with a given fps rate
  49. void init(); // needs to be called directly before the main game loop to reset the internal timer
  50. void framerateDelay(); // needs to be called every game update cycle
  51. ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
  52. ui32 getFrameNumber() const { return accumulatedFrames; }
  53. };
  54. // Handles GUI logic and drawing
  55. class CGuiHandler
  56. {
  57. public:
  58. CFramerateManager * mainFPSmng; //to keep const framerate
  59. 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)
  60. std::shared_ptr<IStatusBar> statusbar;
  61. private:
  62. Point cursorPosition;
  63. std::vector<std::shared_ptr<IShowActivatable>> disposed;
  64. std::atomic<bool> continueEventHandling;
  65. typedef std::list<CIntObject*> CIntObjectList;
  66. //active GUI elements (listening for events
  67. CIntObjectList lclickable;
  68. CIntObjectList rclickable;
  69. CIntObjectList mclickable;
  70. CIntObjectList hoverable;
  71. CIntObjectList keyinterested;
  72. CIntObjectList motioninterested;
  73. CIntObjectList timeinterested;
  74. CIntObjectList wheelInterested;
  75. CIntObjectList doubleClickInterested;
  76. CIntObjectList textInterested;
  77. void handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed);
  78. void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
  79. void handleCurrentEvent(SDL_Event &current);
  80. void handleMouseMotion(const SDL_Event & current);
  81. void handleMoveInterested( const SDL_MouseMotionEvent & motion );
  82. void convertTouchToMouse(SDL_Event * current);
  83. void fakeMoveCursor(float dx, float dy);
  84. void fakeMouseButtonEventRelativeMode(bool down, bool right);
  85. public:
  86. void handleElementActivate(CIntObject * elem, ui16 activityFlag);
  87. void handleElementDeActivate(CIntObject * elem, ui16 activityFlag);
  88. public:
  89. //objs to blit
  90. std::vector<std::shared_ptr<IShowActivatable>> objsToBlit;
  91. const Point & getCursorPosition() const;
  92. IUpdateable *curInt;
  93. Point lastClick;
  94. unsigned lastClickTime;
  95. bool multifinger;
  96. bool isPointerRelativeMode;
  97. float pointerSpeedMultiplier;
  98. ui8 defActionsDef; //default auto actions
  99. bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
  100. std::list<CIntObject *> createdObj; //stack of objs being created
  101. CGuiHandler();
  102. ~CGuiHandler();
  103. void init();
  104. void renderFrame();
  105. void totalRedraw(); //forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering
  106. void simpleRedraw(); //update only top interface and draw background from buffer, sets a flag, method gets called at the end of the rendering
  107. void pushInt(std::shared_ptr<IShowActivatable> newInt); //deactivate old top interface, activates this one and pushes to the top
  108. template <typename T, typename ... Args>
  109. void pushIntT(Args && ... args)
  110. {
  111. auto newInt = std::make_shared<T>(std::forward<Args>(args)...);
  112. pushInt(newInt);
  113. }
  114. void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
  115. void popInt(std::shared_ptr<IShowActivatable> top); //removes given interface from the top and activates next
  116. std::shared_ptr<IShowActivatable> topInt(); //returns top interface
  117. void updateTime(); //handles timeInterested
  118. void handleEvents(); //takes events from queue and calls interested objects
  119. void fakeMouseMove();
  120. void breakEventHandling(); //current event won't be propagated anymore
  121. void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
  122. static SDL_Keycode arrowToNum(SDL_Keycode key); //converts arrow key to according numpad key
  123. static SDL_Keycode numToDigit(SDL_Keycode key);//converts numpad digit key to normal digit key
  124. static bool isNumKey(SDL_Keycode key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
  125. static bool isArrowKey(SDL_Keycode key);
  126. static bool amIGuiThread();
  127. static void pushSDLEvent(int type, int usercode = 0);
  128. CondSh<bool> * terminate_cond; // confirm termination
  129. };
  130. extern CGuiHandler GH; //global gui handler
  131. struct SObjectConstruction
  132. {
  133. CIntObject *myObj;
  134. SObjectConstruction(CIntObject *obj);
  135. ~SObjectConstruction();
  136. };
  137. struct SSetCaptureState
  138. {
  139. bool previousCapture;
  140. ui8 prevActions;
  141. SSetCaptureState(bool allow, ui8 actions);
  142. ~SSetCaptureState();
  143. };
  144. #define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
  145. #define OBJ_CONSTRUCTION_TARGETED(obj) SObjectConstruction obj__i(obj)
  146. #define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
  147. #define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
  148. #define OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE defActions = 255 - DISPOSE; SSetCaptureState obj__i1(true, 255 - DISPOSE); SObjectConstruction obj__i(this)