CGuiHandler.h 4.3 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. VCMI_LIB_NAMESPACE_BEGIN
  12. template <typename T> struct CondSh;
  13. class Point;
  14. class Rect;
  15. VCMI_LIB_NAMESPACE_END
  16. enum class MouseButton;
  17. class ShortcutHandler;
  18. class FramerateManager;
  19. class IStatusBar;
  20. class CIntObject;
  21. class IUpdateable;
  22. class IShowActivatable;
  23. class IScreenHandler;
  24. class WindowHandler;
  25. class EventDispatcher;
  26. class InputHandler;
  27. // TODO: event handling need refactoring. Perhaps convert into delayed function call?
  28. enum class EUserEvent
  29. {
  30. RETURN_TO_MAIN_MENU,
  31. RESTART_GAME,
  32. RETURN_TO_MENU_LOAD,
  33. FULLSCREEN_TOGGLED,
  34. CAMPAIGN_START_SCENARIO,
  35. FORCE_QUIT,
  36. };
  37. // Handles GUI logic and drawing
  38. class CGuiHandler
  39. {
  40. private:
  41. /// Fake no-op version status bar, for use in windows that have no status bar
  42. std::shared_ptr<IStatusBar> fakeStatusBar;
  43. /// Status bar of current window, if any. Uses weak_ptr to allow potential hanging reference after owned window has been deleted
  44. std::weak_ptr<IStatusBar> currentStatusBar;
  45. std::unique_ptr<ShortcutHandler> shortcutsHandlerInstance;
  46. std::unique_ptr<WindowHandler> windowHandlerInstance;
  47. std::unique_ptr<IScreenHandler> screenHandlerInstance;
  48. std::unique_ptr<FramerateManager> framerateManagerInstance;
  49. std::unique_ptr<EventDispatcher> eventDispatcherInstance;
  50. std::unique_ptr<InputHandler> inputHandlerInstance;
  51. public:
  52. /// returns current position of mouse cursor, relative to vcmi window
  53. const Point & getCursorPosition() const;
  54. ShortcutHandler & shortcuts();
  55. FramerateManager & framerate();
  56. EventDispatcher & events();
  57. InputHandler & input();
  58. /// Returns current logical screen dimensions
  59. /// May not match size of window if user has UI scaling different from 100%
  60. Point screenDimensions() const;
  61. /// returns true if specified mouse button is pressed
  62. bool isMouseButtonPressed(MouseButton button) const;
  63. /// returns true if chosen keyboard key is currently pressed down
  64. bool isKeyboardAltDown() const;
  65. bool isKeyboardCtrlDown() const;
  66. bool isKeyboardShiftDown() const;
  67. void startTextInput(const Rect & where);
  68. void stopTextInput();
  69. IScreenHandler & screenHandler();
  70. WindowHandler & windows();
  71. /// Returns currently active status bar. Guaranteed to be non-null
  72. std::shared_ptr<IStatusBar> statusbar();
  73. /// Set currently active status bar
  74. void setStatusbar(std::shared_ptr<IStatusBar>);
  75. IUpdateable *curInt;
  76. ui8 defActionsDef; //default auto actions
  77. bool captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
  78. std::list<CIntObject *> createdObj; //stack of objs being created
  79. CGuiHandler();
  80. ~CGuiHandler();
  81. void init();
  82. void renderFrame();
  83. /// called whenever user selects different resolution, requiring to center/resize all windows
  84. void onScreenResize();
  85. void handleEvents(); //takes events from queue and calls interested objects
  86. void fakeMouseMove();
  87. void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
  88. bool amIGuiThread();
  89. void pushUserEvent(EUserEvent usercode);
  90. void pushUserEvent(EUserEvent usercode, void * userdata);
  91. CondSh<bool> * terminate_cond; // confirm termination
  92. };
  93. extern CGuiHandler GH; //global gui handler
  94. struct SObjectConstruction
  95. {
  96. CIntObject *myObj;
  97. SObjectConstruction(CIntObject *obj);
  98. ~SObjectConstruction();
  99. };
  100. struct SSetCaptureState
  101. {
  102. bool previousCapture;
  103. ui8 prevActions;
  104. SSetCaptureState(bool allow, ui8 actions);
  105. ~SSetCaptureState();
  106. };
  107. #define OBJ_CONSTRUCTION SObjectConstruction obj__i(this)
  108. #define OBJ_CONSTRUCTION_TARGETED(obj) SObjectConstruction obj__i(obj)
  109. #define OBJECT_CONSTRUCTION_CAPTURING(actions) defActions = actions; SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
  110. #define OBJECT_CONSTRUCTION_CUSTOM_CAPTURING(actions) SSetCaptureState obj__i1(true, actions); SObjectConstruction obj__i(this)
  111. #define OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE defActions = 255 - DISPOSE; SSetCaptureState obj__i1(true, 255 - DISPOSE); SObjectConstruction obj__i(this)