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							- /*
 
-  * CGuiHandler.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 "CGuiHandler.h"
 
- #include "../lib/CondSh.h"
 
- #include "CIntObject.h"
 
- #include "CursorHandler.h"
 
- #include "SDL_Extensions.h"
 
- #include "../CGameInfo.h"
 
- #include "../../lib/CThreadHelper.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../CMT.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../battle/BattleInterface.h"
 
- #include <SDL_render.h>
 
- #include <SDL_timer.h>
 
- #include <SDL_events.h>
 
- extern std::queue<SDL_Event> SDLEventsQueue;
 
- 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::MCLICK,activityFlag,&mclickable,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::init()
 
- {
 
- 	mainFPSmng->init();
 
- 	isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
 
- 	pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
 
- }
 
- 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(std::shared_ptr<IShowActivatable> top)
 
- {
 
- 	assert(listInt.front() == top);
 
- 	top->deactivate();
 
- 	disposed.push_back(top);
 
- 	listInt.pop_front();
 
- 	objsToBlit -= top;
 
- 	if(!listInt.empty())
 
- 		listInt.front()->activate();
 
- 	totalRedraw();
 
- 	pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
 
- }
 
- void CGuiHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
 
- {
 
- 	assert(newInt);
 
- 	assert(!vstd::contains(listInt, 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(!listInt.empty())
 
- 		listInt.front()->deactivate();
 
- 	listInt.push_front(newInt);
 
- 	CCS->curh->set(Cursor::Map::POINTER);
 
- 	newInt->activate();
 
- 	objsToBlit.push_back(newInt);
 
- 	totalRedraw();
 
- 	pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
 
- }
 
- 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();
 
- 		disposed.push_back(listInt.front());
 
- 		listInt.pop_front();
 
- 	}
 
- 	if(!listInt.empty())
 
- 	{
 
- 		listInt.front()->activate();
 
- 		totalRedraw();
 
- 	}
 
- 	fakeMouseMove();
 
- 	pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
 
- }
 
- std::shared_ptr<IShowActivatable> CGuiHandler::topInt()
 
- {
 
- 	if(listInt.empty())
 
- 		return std::shared_ptr<IShowActivatable>();
 
- 	else
 
- 		return listInt.front();
 
- }
 
- void CGuiHandler::totalRedraw()
 
- {
 
- #ifdef VCMI_ANDROID
 
- 	SDL_FillRect(screen2, NULL, SDL_MapRGB(screen2->format, 0, 0, 0));
 
- #endif
 
- 	for(auto & elem : objsToBlit)
 
- 		elem->showAll(screen2);
 
- 	CSDL_Ext::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(!SDLEventsQueue.empty())
 
- 	{
 
- 		continueEventHandling = true;
 
- 		SDL_Event currentEvent = SDLEventsQueue.front();
 
- 		cursorPosition = Point(currentEvent.motion.x, currentEvent.motion.y);
 
- 		SDLEventsQueue.pop();
 
- 		// In a sequence of mouse motion events, skip all but the last one.
 
- 		// This prevents freezes when every motion event takes longer to handle than interval at which
 
- 		// the events arrive (like dragging on the minimap in world view, with redraw at every event)
 
- 		// so that the events would start piling up faster than they can be processed.
 
- 		if ((currentEvent.type == SDL_MOUSEMOTION) && !SDLEventsQueue.empty() && (SDLEventsQueue.front().type == SDL_MOUSEMOTION))
 
- 			continue;
 
- 		handleCurrentEvent(currentEvent);
 
- 	}
 
- }
 
- void CGuiHandler::convertTouchToMouse(SDL_Event * current)
 
- {
 
- 	int rLogicalWidth, rLogicalHeight;
 
- 	SDL_RenderGetLogicalSize(mainRenderer, &rLogicalWidth, &rLogicalHeight);
 
- 	int adjustedMouseY = (int)(current->tfinger.y * rLogicalHeight);
 
- 	int adjustedMouseX = (int)(current->tfinger.x * rLogicalWidth);
 
- 	current->button.x = adjustedMouseX;
 
- 	current->motion.x = adjustedMouseX;
 
- 	current->button.y = adjustedMouseY;
 
- 	current->motion.y = adjustedMouseY;
 
- }
 
- void CGuiHandler::fakeMoveCursor(float dx, float dy)
 
- {
 
- 	int x, y, w, h;
 
- 	SDL_Event event;
 
- 	SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
 
- 	sme.state = SDL_GetMouseState(&x, &y);
 
- 	SDL_GetWindowSize(mainWindow, &w, &h);
 
- 	sme.x = CCS->curh->position().x + (int)(GH.pointerSpeedMultiplier * w * dx);
 
- 	sme.y = CCS->curh->position().y + (int)(GH.pointerSpeedMultiplier * h * dy);
 
- 	vstd::abetween(sme.x, 0, w);
 
- 	vstd::abetween(sme.y, 0, h);
 
- 	event.motion = sme;
 
- 	SDL_PushEvent(&event);
 
- }
 
- void CGuiHandler::fakeMouseMove()
 
- {
 
- 	fakeMoveCursor(0, 0);
 
- }
 
- void CGuiHandler::fakeMouseButtonEventRelativeMode(bool down, bool right)
 
- {
 
- 	SDL_Event event;
 
- 	SDL_MouseButtonEvent sme = {SDL_MOUSEBUTTONDOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0};
 
- 	if(!down)
 
- 	{
 
- 		sme.type = SDL_MOUSEBUTTONUP;
 
- 	}
 
- 	sme.button = right ? SDL_BUTTON_RIGHT : SDL_BUTTON_LEFT;
 
- 	sme.x = CCS->curh->position().x;
 
- 	sme.y = CCS->curh->position().y;
 
- 	float xScale, yScale;
 
- 	int w, h, rLogicalWidth, rLogicalHeight;
 
- 	SDL_GetWindowSize(mainWindow, &w, &h);
 
- 	SDL_RenderGetLogicalSize(mainRenderer, &rLogicalWidth, &rLogicalHeight);
 
- 	SDL_RenderGetScale(mainRenderer, &xScale, &yScale);
 
- 	SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
 
- 	CSDL_Ext::warpMouse(
 
- 		(int)(sme.x * xScale) + (w - rLogicalWidth * xScale) / 2,
 
- 		(int)(sme.y * yScale + (h - rLogicalHeight * yScale) / 2));
 
- 	SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
 
- 	event.button = sme;
 
- 	SDL_PushEvent(&event);
 
- }
 
- void CGuiHandler::handleCurrentEvent( SDL_Event & current )
 
- {
 
- 	if(current.type == SDL_KEYDOWN || current.type == SDL_KEYUP)
 
- 	{
 
- 		SDL_KeyboardEvent key = current.key;
 
- 		if(current.type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
 
- 		{
 
- 			//TODO: we need some central place for all interface-independent hotkeys
 
- 			Settings s = settings.write["session"];
 
- 			switch(key.keysym.sym)
 
- 			{
 
- 			case SDLK_F5:
 
- 				if(settings["session"]["spectate-locked-pim"].Bool())
 
- 					LOCPLINT->pim->unlock();
 
- 				else
 
- 					LOCPLINT->pim->lock();
 
- 				s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
 
- 				break;
 
- 			case SDLK_F6:
 
- 				s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
 
- 				break;
 
- 			case SDLK_F7:
 
- 				s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
 
- 				break;
 
- 			case SDLK_F8:
 
- 				s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
 
- 				break;
 
- 			case SDLK_F9:
 
- 				//not working yet since CClient::run remain locked after BattleInterface removal
 
- //				if(LOCPLINT->battleInt)
 
- //				{
 
- //					GH.popInts(1);
 
- //					vstd::clear_pointer(LOCPLINT->battleInt);
 
- //				}
 
- 				break;
 
- 			default:
 
- 				break;
 
- 			}
 
- 			return;
 
- 		}
 
- 		//translate numpad keys
 
- 		if(key.keysym.sym == SDLK_KP_ENTER)
 
- 		{
 
- 			key.keysym.sym = SDLK_RETURN;
 
- 			key.keysym.scancode = SDL_SCANCODE_RETURN;
 
- 		}
 
- 		bool keysCaptured = false;
 
- 		for(auto i = keyinterested.begin(); i != keyinterested.end() && continueEventHandling; i++)
 
- 		{
 
- 			if((*i)->captureThisEvent(key))
 
- 			{
 
- 				keysCaptured = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		std::list<CIntObject*> miCopy = keyinterested;
 
- 		for(auto i = miCopy.begin(); i != miCopy.end() && continueEventHandling; i++)
 
- 			if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
 
- 				(**i).keyPressed(key);
 
- 	}
 
- 	else if(current.type == SDL_MOUSEMOTION)
 
- 	{
 
- 		handleMouseMotion(current);
 
- 	}
 
- 	else if(current.type == SDL_MOUSEBUTTONDOWN)
 
- 	{
 
- 		switch(current.button.button)
 
- 		{
 
- 		case SDL_BUTTON_LEFT:
 
- 		{
 
- 			auto doubleClicked = false;
 
- 			if(lastClick == getCursorPosition() && (SDL_GetTicks() - lastClickTime) < 300)
 
- 			{
 
- 				std::list<CIntObject*> hlp = doubleClickInterested;
 
- 				for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
 
- 				{
 
- 					if(!vstd::contains(doubleClickInterested, *i)) continue;
 
- 					if((*i)->pos.isInside(current.motion.x, current.motion.y))
 
- 					{
 
- 						(*i)->onDoubleClick();
 
- 						doubleClicked = true;
 
- 					}
 
- 				}
 
- 			}
 
- 			lastClick = current.motion;
 
- 			lastClickTime = SDL_GetTicks();
 
- 			if(!doubleClicked)
 
- 				handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, true);
 
- 			break;
 
- 		}
 
- 		case SDL_BUTTON_RIGHT:
 
- 			handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
 
- 			break;
 
- 		case SDL_BUTTON_MIDDLE:
 
- 			handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, true);
 
- 			break;
 
- 		default:
 
- 			break;
 
- 		}
 
- 	}
 
- 	else if(current.type == SDL_MOUSEWHEEL)
 
- 	{
 
- 		std::list<CIntObject*> hlp = wheelInterested;
 
- 		for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
 
- 		{
 
- 			if(!vstd::contains(wheelInterested,*i)) continue;
 
- 			// SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
 
- 			int x = 0, y = 0;
 
- 			SDL_GetMouseState(&x, &y);
 
- 			(*i)->wheelScrolled(current.wheel.y < 0, (*i)->pos.isInside(x, y));
 
- 		}
 
- 	}
 
- 	else if(current.type == SDL_TEXTINPUT)
 
- 	{
 
- 		for(auto it : textInterested)
 
- 		{
 
- 			it->textInputed(current.text);
 
- 		}
 
- 	}
 
- 	else if(current.type == SDL_TEXTEDITING)
 
- 	{
 
- 		for(auto it : textInterested)
 
- 		{
 
- 			it->textEdited(current.edit);
 
- 		}
 
- 	}
 
- 	else if(current.type == SDL_MOUSEBUTTONUP)
 
- 	{
 
- 		if(!multifinger)
 
- 		{
 
- 			switch(current.button.button)
 
- 			{
 
- 			case SDL_BUTTON_LEFT:
 
- 				handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, false);
 
- 				break;
 
- 			case SDL_BUTTON_RIGHT:
 
- 				handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
 
- 				break;
 
- 			case SDL_BUTTON_MIDDLE:
 
- 				handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, false);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(current.type == SDL_FINGERMOTION)
 
- 	{
 
- 		if(isPointerRelativeMode)
 
- 		{
 
- 			fakeMoveCursor(current.tfinger.dx, current.tfinger.dy);
 
- 		}
 
- 	}
 
- 	else if(current.type == SDL_FINGERDOWN)
 
- 	{
 
- 		auto fingerCount = SDL_GetNumTouchFingers(current.tfinger.touchId);
 
- 		multifinger = fingerCount > 1;
 
- 		if(isPointerRelativeMode)
 
- 		{
 
- 			if(current.tfinger.x > 0.5)
 
- 			{
 
- 				bool isRightClick = current.tfinger.y < 0.5;
 
- 				fakeMouseButtonEventRelativeMode(true, isRightClick);
 
- 			}
 
- 		}
 
- #ifndef VCMI_IOS
 
- 		else if(fingerCount == 2)
 
- 		{
 
- 			convertTouchToMouse(¤t);
 
- 			handleMouseMotion(current);
 
- 			handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
 
- 		}
 
- #endif //VCMI_IOS
 
- 	}
 
- 	else if(current.type == SDL_FINGERUP)
 
- 	{
 
- #ifndef VCMI_IOS
 
- 		auto fingerCount = SDL_GetNumTouchFingers(current.tfinger.touchId);
 
- #endif //VCMI_IOS
 
- 		if(isPointerRelativeMode)
 
- 		{
 
- 			if(current.tfinger.x > 0.5)
 
- 			{
 
- 				bool isRightClick = current.tfinger.y < 0.5;
 
- 				fakeMouseButtonEventRelativeMode(false, isRightClick);
 
- 			}
 
- 		}
 
- #ifndef VCMI_IOS
 
- 		else if(multifinger)
 
- 		{
 
- 			convertTouchToMouse(¤t);
 
- 			handleMouseMotion(current);
 
- 			handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
 
- 			multifinger = fingerCount != 0;
 
- 		}
 
- #endif //VCMI_IOS
 
- 	}
 
- } //event end
 
- void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
 
- {
 
- 	auto hlp = interestedObjs;
 
- 	for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
 
- 	{
 
- 		if(!vstd::contains(interestedObjs, *i)) continue;
 
- 		auto prev = (*i)->mouseState(btn);
 
- 		if(!isPressed)
 
- 			(*i)->updateMouseState(btn, isPressed);
 
- 		if((*i)->pos.isInside(getCursorPosition()))
 
- 		{
 
- 			if(isPressed)
 
- 				(*i)->updateMouseState(btn, isPressed);
 
- 			(*i)->click(btn, isPressed, prev);
 
- 		}
 
- 		else if(!isPressed)
 
- 			(*i)->click(btn, boost::logic::indeterminate, prev);
 
- 	}
 
- }
 
- void CGuiHandler::handleMouseMotion(const SDL_Event & current)
 
- {
 
- 	//sending active, hovered hoverable objects hover() call
 
- 	std::vector<CIntObject*> hlp;
 
- 	for(auto & elem : hoverable)
 
- 	{
 
- 		if(elem->pos.isInside(getCursorPosition()))
 
- 		{
 
- 			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(current.motion);
 
- }
 
- void CGuiHandler::simpleRedraw()
 
- {
 
- 	//update only top interface and draw background
 
- 	if(objsToBlit.size() > 1)
 
- 		CSDL_Ext::blitAt(screen2,0,0,screen); //blit background
 
- 	if(!objsToBlit.empty())
 
- 		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 || Rect::createAround(elem->pos, 1).isInside( motion.x, motion.y)) //checking bounds including border fixes bug #2476
 
- 		{
 
- 			(elem)->mouseMoved(motion);
 
- 		}
 
- 	}
 
- }
 
- void CGuiHandler::renderFrame()
 
- {
 
- 	// Updating GUI requires locking pim mutex (that protects screen and GUI state).
 
- 	// During game:
 
- 	// When ending the game, the pim mutex might be hold by other thread,
 
- 	// that will notify us about the ending game by setting terminate_cond flag.
 
- 	//in PreGame terminate_cond stay false
 
- 	bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
 
- 	while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(1));
 
- 	if(acquiredTheLockOnPim)
 
- 	{
 
- 		// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
 
- 		boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
 
- 		if(nullptr != curInt)
 
- 			curInt->update();
 
- 		if(settings["general"]["showfps"].Bool())
 
- 			drawFPSCounter();
 
- 		SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);
 
- 		SDL_RenderClear(mainRenderer);
 
- 		SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
 
- 		CCS->curh->render();
 
- 		SDL_RenderPresent(mainRenderer);
 
- 		disposed.clear();
 
- 	}
 
- 	mainFPSmng->framerateDelay(); // holds a constant FPS
 
- }
 
- CGuiHandler::CGuiHandler()
 
- 	: lastClick(-500, -500),lastClickTime(0), defActionsDef(0), captureChildren(false),
 
-     multifinger(false)
 
- {
 
- 	continueEventHandling = true;
 
- 	curInt = 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(60);
 
- 	//do not init CFramerateManager here --AVS
 
- 	terminate_cond = new CondSh<bool>(false);
 
- }
 
- CGuiHandler::~CGuiHandler()
 
- {
 
- 	delete mainFPSmng;
 
- 	delete terminate_cond;
 
- }
 
- void CGuiHandler::breakEventHandling()
 
- {
 
- 	continueEventHandling = false;
 
- }
 
- const Point & CGuiHandler::getCursorPosition() const
 
- {
 
- 	return cursorPosition;
 
- }
 
- void CGuiHandler::drawFPSCounter()
 
- {
 
- 	static SDL_Rect overlay = { 0, 0, 64, 32};
 
- 	uint32_t 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, Colors::YELLOW, Point(10, 10));
 
- }
 
- SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode 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!");
 
- 	}
 
- }
 
- SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode 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(SDL_Keycode 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(SDL_Keycode 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;
 
- 	this->accumulatedFrames = 0;
 
- 	this->accumulatedTime = 0;
 
- 	this->lastticks = 0;
 
- 	this->timeElapsed = 0;
 
- }
 
- void CFramerateManager::init()
 
- {
 
- 	this->lastticks = SDL_GetTicks();
 
- }
 
- void CFramerateManager::framerateDelay()
 
- {
 
- 	ui32 currentTicks = SDL_GetTicks();
 
- 	timeElapsed = currentTicks - lastticks;
 
- 	accumulatedFrames++;
 
- 	// FPS is higher than it should be, then wait some time
 
- 	if(timeElapsed < rateticks)
 
- 	{
 
- 		int timeToSleep = (uint32_t)ceil(this->rateticks) - timeElapsed;
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(timeToSleep));
 
- 	}
 
- 	currentTicks = SDL_GetTicks();
 
- 	// recalculate timeElapsed for external calls via getElapsed()
 
- 	// limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
 
- 	timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
 
- 	lastticks = SDL_GetTicks();
 
- 	accumulatedTime += timeElapsed;
 
- 	if(accumulatedFrames >= 100)
 
- 	{
 
- 		//about 2 second should be passed
 
- 		fps = static_cast<int>(ceil(1000.0 / (accumulatedTime / accumulatedFrames)));
 
- 		accumulatedTime = 0;
 
- 		accumulatedFrames = 0;
 
- 	}
 
- }
 
 
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