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							- /*
 
-  * CIntObject.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 "CIntObject.h"
 
- #include "GameEngine.h"
 
- #include "WindowHandler.h"
 
- #include "EventDispatcher.h"
 
- #include "Shortcut.h"
 
- #include "../render/Canvas.h"
 
- #include "../render/IScreenHandler.h"
 
- #include "../windows/CMessage.h"
 
- CIntObject::CIntObject(int used_, Point pos_):
 
- 	parent_m(nullptr),
 
- 	parent(parent_m),
 
- 	redrawParent(false),
 
- 	inputEnabled(true),
 
- 	used(used_),
 
- 	recActions(ALL_ACTIONS),
 
- 	pos(pos_, Point())
 
- {
 
- 	if(ENGINE->captureChildren)
 
- 		ENGINE->createdObj.front()->addChild(this, true);
 
- }
 
- CIntObject::~CIntObject()
 
- {
 
- 	if(isActive())
 
- 		deactivate();
 
- 	while(!children.empty())
 
- 		removeChild(children.front());
 
- 	if(parent_m)
 
- 		parent_m->removeChild(this);
 
- }
 
- void CIntObject::show(Canvas & to)
 
- {
 
- 	for(auto & elem : children)
 
- 		if(elem->recActions & UPDATE)
 
- 			elem->show(to);
 
- }
 
- void CIntObject::showAll(Canvas & to)
 
- {
 
- 	for(auto & elem : children)
 
- 		if(elem->recActions & SHOWALL)
 
- 			elem->showAll(to);
 
- }
 
- void CIntObject::activate()
 
- {
 
- 	if (isActive())
 
- 		return;
 
- 	if (inputEnabled)
 
- 		activateEvents(used | GENERAL);
 
- 	else
 
- 		activateEvents(GENERAL);
 
- 	assert(isActive());
 
- 	for(auto & elem : children)
 
- 		if(elem->recActions & ACTIVATE)
 
- 			elem->activate();
 
- }
 
- void CIntObject::deactivate()
 
- {
 
- 	if (!isActive())
 
- 		return;
 
- 	deactivateEvents(used | GENERAL);
 
- 	assert(!isActive());
 
- 	for(auto & elem : children)
 
- 		if(elem->recActions & DEACTIVATE)
 
- 			elem->deactivate();
 
- }
 
- void CIntObject::addUsedEvents(ui16 newActions)
 
- {
 
- 	if (isActive() && inputEnabled)
 
- 		activateEvents(~used & newActions);
 
- 	used |= newActions;
 
- }
 
- void CIntObject::removeUsedEvents(ui16 newActions)
 
- {
 
- 	if (isActive())
 
- 		deactivateEvents(used & newActions);
 
- 	used &= ~newActions;
 
- }
 
- void CIntObject::disable()
 
- {
 
- 	if(isActive())
 
- 		deactivate();
 
- 	recActions = NO_ACTIONS;
 
- }
 
- void CIntObject::enable()
 
- {
 
- 	if(!isActive() && (!parent_m || parent_m->isActive()))
 
- 	{
 
- 		activate();
 
- 		redraw();
 
- 	}
 
- 	recActions = ALL_ACTIONS;
 
- }
 
- bool CIntObject::isDisabled() const
 
- {
 
- 	return recActions == NO_ACTIONS;
 
- }
 
- void CIntObject::setEnabled(bool on)
 
- {
 
- 	if (on)
 
- 		enable();
 
- 	else
 
- 		disable();
 
- }
 
- void CIntObject::setInputEnabled(bool on)
 
- {
 
- 	if (inputEnabled == on)
 
- 		return;
 
- 	inputEnabled = on;
 
- 	if (isActive())
 
- 	{
 
- 		assert((used & GENERAL) == 0);
 
- 		if (on)
 
- 			activateEvents(used);
 
- 		else
 
- 			deactivateEvents(used);
 
- 	}
 
- 	for(auto & elem : children)
 
- 		elem->setInputEnabled(on);
 
- }
 
- void CIntObject::setRedrawParent(bool on)
 
- {
 
- 	redrawParent = on;
 
- }
 
- void CIntObject::fitToScreen(int borderWidth, bool propagate)
 
- {
 
- 	fitToRect(Rect(Point(0, 0), ENGINE->screenDimensions()), borderWidth, propagate);
 
- }
 
- void CIntObject::fitToRect(Rect rect, int borderWidth, bool propagate)
 
- {
 
- 	Point newPos = pos.topLeft();
 
- 	vstd::amax(newPos.x, rect.x + borderWidth);
 
- 	vstd::amax(newPos.y, rect.y + borderWidth);
 
- 	vstd::amin(newPos.x, rect.x + rect.w - borderWidth - pos.w);
 
- 	vstd::amin(newPos.y, rect.y + rect.h - borderWidth - pos.h);
 
- 	if (newPos != pos.topLeft())
 
- 		moveTo(newPos, propagate);
 
- }
 
- void CIntObject::moveBy(const Point & p, bool propagate)
 
- {
 
- 	pos.x += p.x;
 
- 	pos.y += p.y;
 
- 	if(propagate)
 
- 		for(auto & elem : children)
 
- 			elem->moveBy(p, propagate);
 
- }
 
- void CIntObject::moveTo(const Point & p, bool propagate)
 
- {
 
- 	moveBy(Point(p.x - pos.x, p.y - pos.y), propagate);
 
- }
 
- void CIntObject::addChild(CIntObject * child, bool adjustPosition)
 
- {
 
- 	if (vstd::contains(children, child))
 
- 	{
 
- 		return;
 
- 	}
 
- 	if (child->parent_m)
 
- 	{
 
- 		child->parent_m->removeChild(child, adjustPosition);
 
- 	}
 
- 	children.push_back(child);
 
- 	child->parent_m = this;
 
- 	if(adjustPosition)
 
- 		child->moveBy(pos.topLeft(), adjustPosition);
 
- 	if (inputEnabled != child->inputEnabled)
 
- 		child->setInputEnabled(inputEnabled);
 
- 	if (!isActive() && child->isActive())
 
- 		child->deactivate();
 
- 	if (isActive()&& !child->isActive())
 
- 		child->activate();
 
- }
 
- void CIntObject::removeChild(CIntObject * child, bool adjustPosition)
 
- {
 
- 	if (!child)
 
- 		return;
 
- 	if(!vstd::contains(children, child))
 
- 		throw std::runtime_error("Wrong child object");
 
- 	if(child->parent_m != this)
 
- 		throw std::runtime_error("Wrong child object");
 
- 	children -= child;
 
- 	child->parent_m = nullptr;
 
- 	if(adjustPosition)
 
- 		child->pos -= pos.topLeft();
 
- }
 
- void CIntObject::redraw()
 
- {
 
- 	//currently most of calls come from active objects so this check won't affect them
 
- 	//it should fix glitches when called by inactive elements located below active window
 
- 	if (isActive())
 
- 	{
 
- 		if (parent_m && redrawParent)
 
- 		{
 
- 			parent_m->redraw();
 
- 		}
 
- 		else
 
- 		{
 
- 			Canvas buffer = ENGINE->screenHandler().getScreenCanvas();
 
- 			showAll(buffer);
 
- 		}
 
- 	}
 
- }
 
- void CIntObject::moveChildForeground(const CIntObject * childToMove)
 
- {
 
- 	for(auto child = children.begin(); child != children.end(); child++)
 
- 		if(*child == childToMove && child != children.end())
 
- 		{
 
- 			std::rotate(child, child + 1, children.end());
 
- 		}
 
- }
 
- bool CIntObject::receiveEvent(const Point & position, int eventType) const
 
- {
 
- 	return pos.isInside(position);
 
- }
 
- const Rect & CIntObject::getPosition() const
 
- {
 
- 	return pos;
 
- }
 
- void CIntObject::onScreenResize()
 
- {
 
- 	center(pos, true);
 
- }
 
- bool CIntObject::isPopupWindow() const
 
- {
 
- 	return false;
 
- }
 
- const Rect & CIntObject::center( const Rect &r, bool propagate )
 
- {
 
- 	pos.w = r.w;
 
- 	pos.h = r.h;
 
- 	return center(Point(ENGINE->screenDimensions().x/2, ENGINE->screenDimensions().y/2), propagate);
 
- }
 
- const Rect & CIntObject::center( bool propagate )
 
- {
 
- 	return center(pos, propagate);
 
- }
 
- const Rect & CIntObject::center(const Point & p, bool propagate)
 
- {
 
- 	moveBy(Point(p.x - pos.w/2 - pos.x,
 
- 		p.y - pos.h/2 - pos.y),
 
- 		propagate);
 
- 	return pos;
 
- }
 
- bool CIntObject::captureThisKey(EShortcut key)
 
- {
 
- 	return false;
 
- }
 
- CKeyShortcut::CKeyShortcut()
 
- 	: assignedKey(EShortcut::NONE)
 
- 	, shortcutPressed(false)
 
- {}
 
- CKeyShortcut::CKeyShortcut(EShortcut key)
 
- 	: assignedKey(key)
 
- 	, shortcutPressed(false)
 
- {
 
- }
 
- void CKeyShortcut::keyPressed(EShortcut key)
 
- {
 
- 	if( assignedKey == key && assignedKey != EShortcut::NONE && !shortcutPressed)
 
- 	{
 
- 		shortcutPressed = true;
 
- 		clickPressed(ENGINE->getCursorPosition());
 
- 	}
 
- }
 
- void CKeyShortcut::keyReleased(EShortcut key)
 
- {
 
- 	if( assignedKey == key && assignedKey != EShortcut::NONE && shortcutPressed)
 
- 	{
 
- 		shortcutPressed = false;
 
- 		clickReleased(ENGINE->getCursorPosition());
 
- 	}
 
- }
 
- WindowBase::WindowBase(int used_, Point pos_)
 
- 	: CIntObject(used_, pos_)
 
- {
 
- }
 
- void WindowBase::close()
 
- {
 
- 	if(!ENGINE->windows().isTopWindow(this))
 
- 	{
 
- 		auto topWindow = ENGINE->windows().topWindow<IShowActivatable>().get();
 
- 		throw std::runtime_error(std::string("Only top interface can be closed! Top window is ") + typeid(*topWindow).name() + " but attempted to close " + typeid(*this).name());
 
- 	}
 
- 	ENGINE->windows().popWindows(1);
 
- }
 
 
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