| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554 | #include "StdInc.h"#include "CGuiHandler.h"#include <SDL.h>#include "CIntObject.h"#include "CCursorHandler.h"#include "../CGameInfo.h"#include "../../lib/CThreadHelper.h"#include "../../lib/CConfigHandler.h"#include "../CMT.h"#include "../CPlayerInterface.h"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 voidprocessList(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);	processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,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){		auto 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.empty())		listInt.front()->activate();	totalRedraw();}void CGuiHandler::popIntTotally( IShowActivatable *top ){	assert(listInt.front() == top);	popInt(top);	delete top;	fakeMouseMove();}void CGuiHandler::pushInt( IShowActivatable *newInt ){	assert(newInt);	assert(boost::range::find(listInt, newInt) == listInt.end()); // 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(!listInt.empty())		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.empty())	{		listInt.front()->activate();		totalRedraw();	}	fakeMouseMove();}IShowActivatable * CGuiHandler::topInt(){	if(listInt.empty())		return nullptr;	else		return listInt.front();}void CGuiHandler::totalRedraw(){	for(auto & elem : objsToBlit)		elem->showAll(screen2);	blitAt(screen2,0,0,screen);}void CGuiHandler::updateTime(){	int ms = mainFPSmng->getElapsedMilliseconds();	std::list<CIntObject*> hlp = timeinterested;	for (auto & elem : hlp)	{		if(!vstd::contains(timeinterested,elem)) continue;		(elem)->onTimer(ms);	}}void CGuiHandler::handleEvents(){	//player interface may want special event handling 		if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())		return;		boost::unique_lock<boost::mutex> lock(eventsM);		while(!events.empty())	{		SDL_Event ev = events.front();		events.pop();				this->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;			key.keysym.scancode = SDL_SCANCODE_RETURN;		}		bool keysCaptured = false;		for(auto i=keyinterested.begin(); i != keyinterested.end() && current; i++)		{			if((*i)->captureThisEvent(key))			{				keysCaptured = true;				break;			}		}		std::list<CIntObject*> miCopy = keyinterested;		for(auto 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(auto 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(auto 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(auto 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->type == SDL_MOUSEWHEEL)	{		std::list<CIntObject*> hlp = wheelInterested;		for(auto i=hlp.begin(); i != hlp.end() && current; i++)		{			if(!vstd::contains(wheelInterested,*i)) continue;			(*i)->wheelScrolled(sEvent->wheel.y < 0, isItIn(&(*i)->pos,sEvent->motion.x,sEvent->motion.y));		}			}	else if(sEvent->type == SDL_TEXTINPUT)	{		for(auto it : textInterested)		{			it->textInputed(sEvent->text);		}	}		else if(sEvent->type == SDL_TEXTEDITING)	{		for(auto it : textInterested)		{			it->textEdited(sEvent->edit);		}	}		//todo: muiltitouch	else if ((sEvent->type==SDL_MOUSEBUTTONUP) && (sEvent->button.button == SDL_BUTTON_LEFT))	{		std::list<CIntObject*> hlp = lclickable;		for(auto 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(auto 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 = nullptr;} //event endvoid CGuiHandler::handleMouseMotion(SDL_Event *sEvent){	//sending active, hovered hoverable objects hover() call	std::vector<CIntObject*> hlp;	for(auto & elem : hoverable)	{		if (isItIn(&(elem)->pos,sEvent->motion.x,sEvent->motion.y))		{			if (!(elem)->hovered)				hlp.push_back((elem));		}		else if ((elem)->hovered)		{			(elem)->hover(false);			(elem)->hovered = false;		}	}	for(auto & elem : hlp)	{		elem->hover(true);		elem->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(screen); //blit active interface/window}void CGuiHandler::handleMoveInterested( const SDL_MouseMotionEvent & motion ){	//sending active, MotionInterested objects mouseMoved() call	std::list<CIntObject*> miCopy = motioninterested;	for(auto & elem : miCopy)	{		if ((elem)->strongInterest || isItIn(&(elem)->pos, motion.x, motion.y))		{			(elem)->mouseMoved(motion);		}	}}void CGuiHandler::fakeMouseMove(){	SDL_Event evnt;	SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 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::renderFrame(){	auto doUpdate = [this]()	{		if(nullptr != curInt)		{			curInt -> update();		}					// draw the mouse cursor and update the screen		CCS->curh->render();		if(0 != SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr))			logGlobal->errorStream() << __FUNCTION__ << " SDL_RenderCopy " << SDL_GetError();		SDL_RenderPresent(mainRenderer);					};		if(curInt)		curInt->runLocked(doUpdate);	else		doUpdate();		mainFPSmng->framerateDelay(); // holds a constant FPS	}CGuiHandler::CGuiHandler():lastClick(-500, -500){	curInt = nullptr;	current = nullptr;	statusbar = nullptr;	// 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);	//do not init CFramerateManager here --AVS}CGuiHandler::~CGuiHandler(){	delete mainFPSmng;}void CGuiHandler::breakEventHandling(){	current = nullptr;}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_KP_2;	case SDLK_UP:		return SDLK_KP_8;	case SDLK_LEFT:		return SDLK_KP_4;	case SDLK_RIGHT:		return SDLK_KP_6;	default:		throw std::runtime_error("Wrong key!");	}	}SDLKey CGuiHandler::numToDigit( SDLKey key ){#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;	switch(key)	{		REMOVE_KP(0)		REMOVE_KP(1)		REMOVE_KP(2)		REMOVE_KP(3)		REMOVE_KP(4)		REMOVE_KP(5)		REMOVE_KP(6)		REMOVE_KP(7)		REMOVE_KP(8)		REMOVE_KP(9)				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:		return SDLK_UNKNOWN;	}#undef REMOVE_KP}bool CGuiHandler::isNumKey( SDLKey key, bool number ){	if(number)		return key >= SDLK_KP_1 && key <= SDLK_KP_0;	else		return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;}bool CGuiHandler::isArrowKey( SDLKey key ){	return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;}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 = (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(ceil(this->rateticks) - timeElapsed);	}	currentTicks = SDL_GetTicks();	fps = ceil(1000.0 / timeElapsed);	// recalculate timeElapsed for external calls via getElapsed()	// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)	timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);	lastticks = SDL_GetTicks();}
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