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							- /*
 
-  * CGuiHandler.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- template <typename T> struct CondSh;
 
- class Point;
 
- class Rect;
 
- VCMI_LIB_NAMESPACE_END
 
- enum class MouseButton;
 
- class ShortcutHandler;
 
- class FramerateManager;
 
- class IStatusBar;
 
- class CIntObject;
 
- class IUpdateable;
 
- class IShowActivatable;
 
- class IRenderHandler;
 
- class IScreenHandler;
 
- class WindowHandler;
 
- class EventDispatcher;
 
- class InputHandler;
 
- // Handles GUI logic and drawing
 
- class CGuiHandler
 
- {
 
- private:
 
- 	/// Fake no-op version status bar, for use in windows that have no status bar
 
- 	std::shared_ptr<IStatusBar> fakeStatusBar;
 
- 	/// Status bar of current window, if any. Uses weak_ptr to allow potential hanging reference after owned window has been deleted
 
- 	std::weak_ptr<IStatusBar> currentStatusBar;
 
- 	std::unique_ptr<ShortcutHandler> shortcutsHandlerInstance;
 
- 	std::unique_ptr<WindowHandler> windowHandlerInstance;
 
- 	std::unique_ptr<IScreenHandler> screenHandlerInstance;
 
- 	std::unique_ptr<IRenderHandler> renderHandlerInstance;
 
- 	std::unique_ptr<FramerateManager> framerateManagerInstance;
 
- 	std::unique_ptr<EventDispatcher> eventDispatcherInstance;
 
- 	std::unique_ptr<InputHandler> inputHandlerInstance;
 
- public:
 
- 	/// returns current position of mouse cursor, relative to vcmi window
 
- 	const Point & getCursorPosition() const;
 
- 	ShortcutHandler & shortcuts();
 
- 	FramerateManager & framerate();
 
- 	EventDispatcher & events();
 
- 	InputHandler & input();
 
- 	/// Returns current logical screen dimensions
 
- 	/// May not match size of window if user has UI scaling different from 100%
 
- 	Point screenDimensions() const;
 
- 	/// returns true if chosen keyboard key is currently pressed down
 
- 	bool isKeyboardAltDown() const;
 
- 	bool isKeyboardCtrlDown() const;
 
- 	bool isKeyboardShiftDown() const;
 
- 	void startTextInput(const Rect & where);
 
- 	void stopTextInput();
 
- 	IScreenHandler & screenHandler();
 
- 	IRenderHandler & renderHandler();
 
- 	WindowHandler & windows();
 
- 	/// Returns currently active status bar. Guaranteed to be non-null
 
- 	std::shared_ptr<IStatusBar> statusbar();
 
- 	/// Set currently active status bar
 
- 	void setStatusbar(std::shared_ptr<IStatusBar>);
 
- 	IUpdateable *curInt;
 
- 	ui8 defActionsDef; //default auto actions
 
- 	bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
 
- 	std::list<CIntObject *> createdObj; //stack of objs being created
 
- 	CGuiHandler();
 
- 	~CGuiHandler();
 
- 	void init();
 
- 	void renderFrame();
 
- 	/// called whenever user selects different resolution, requiring to center/resize all windows
 
- 	void onScreenResize();
 
- 	void handleEvents(); //takes events from queue and calls interested objects
 
- 	void fakeMouseMove();
 
- 	void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
 
- 	bool amIGuiThread();
 
- 	/// Calls provided functor in main thread on next execution frame
 
- 	void dispatchMainThread(const std::function<void()> & functor);
 
- };
 
- extern CGuiHandler GH; //global gui handler
 
- struct SObjectConstruction
 
- {
 
- 	CIntObject *myObj;
 
- 	SObjectConstruction(CIntObject *obj);
 
- 	~SObjectConstruction();
 
- };
 
- struct SSetCaptureState
 
- {
 
- 	bool previousCapture;
 
- 	ui8 prevActions;
 
- 	SSetCaptureState(bool allow, ui8 actions);
 
- 	~SSetCaptureState();
 
- };
 
- #define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
 
- #define OBJ_CONSTRUCTION_TARGETED(obj) SObjectConstruction obj__i(obj)
 
- #define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
 
- #define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
 
- #define OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE defActions = 255 - DISPOSE; SSetCaptureState obj__i1(true, 255 - DISPOSE); SObjectConstruction obj__i(this)
 
 
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