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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 "ShortcutHandler.h"
- #include "FramerateManager.h"
- #include "WindowHandler.h"
- #include "InterfaceEventDispatcher.h"
- #include "../CGameInfo.h"
- #include "../render/Colors.h"
- #include "../renderSDL/SDL_Extensions.h"
- #include "../renderSDL/ScreenHandler.h"
- #include "../CMT.h"
- #include "../CPlayerInterface.h"
- #include "../battle/BattleInterface.h"
- #include "../../lib/CThreadHelper.h"
- #include "../../lib/CConfigHandler.h"
- #include <SDL_render.h>
- #include <SDL_timer.h>
- #include <SDL_events.h>
- #include <SDL_keycode.h>
- #ifdef VCMI_APPLE
- #include <dispatch/dispatch.h>
- #endif
- #ifdef VCMI_IOS
- #include "ios/utils.h"
- #endif
- CGuiHandler GH;
- 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;
- }
- void CGuiHandler::init()
- {
- eventDispatcherInstance = std::make_unique<InterfaceEventDispatcher>();
- windowHandlerInstance = std::make_unique<WindowHandler>();
- screenHandlerInstance = std::make_unique<ScreenHandler>();
- shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
- framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
- isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
- pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
- }
- void CGuiHandler::handleEvents()
- {
- eventDispatcher().dispatchTimer(framerateManager().getElapsedMilliseconds());
- //player interface may want special event handling
- if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
- return;
- boost::unique_lock<boost::mutex> lock(eventsM);
- while(!SDLEventsQueue.empty())
- {
- eventDispatcher().allowEventHandling(true);
- SDL_Event currentEvent = SDLEventsQueue.front();
- if (currentEvent.type == SDL_MOUSEMOTION)
- {
- cursorPosition = Point(currentEvent.motion.x, currentEvent.motion.y);
- mouseButtonsMask = currentEvent.motion.state;
- }
- 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::startTextInput(const Rect & whereInput)
- {
- #ifdef VCMI_APPLE
- dispatch_async(dispatch_get_main_queue(), ^{
- #endif
- // TODO ios: looks like SDL bug actually, try fixing there
- auto renderer = SDL_GetRenderer(mainWindow);
- float scaleX, scaleY;
- SDL_Rect viewport;
- SDL_RenderGetScale(renderer, &scaleX, &scaleY);
- SDL_RenderGetViewport(renderer, &viewport);
- #ifdef VCMI_IOS
- const auto nativeScale = iOS_utils::screenScale();
- scaleX /= nativeScale;
- scaleY /= nativeScale;
- #endif
- SDL_Rect rectInScreenCoordinates;
- rectInScreenCoordinates.x = (viewport.x + whereInput.x) * scaleX;
- rectInScreenCoordinates.y = (viewport.y + whereInput.y) * scaleY;
- rectInScreenCoordinates.w = whereInput.w * scaleX;
- rectInScreenCoordinates.h = whereInput.h * scaleY;
- SDL_SetTextInputRect(&rectInScreenCoordinates);
- if (SDL_IsTextInputActive() == SDL_FALSE)
- {
- SDL_StartTextInput();
- }
- #ifdef VCMI_APPLE
- });
- #endif
- }
- void CGuiHandler::stopTextInput()
- {
- #ifdef VCMI_APPLE
- dispatch_async(dispatch_get_main_queue(), ^{
- #endif
- if (SDL_IsTextInputActive() == SDL_TRUE)
- {
- SDL_StopTextInput();
- }
- #ifdef VCMI_APPLE
- });
- #endif
- }
- 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);
- moveCursorToPosition( Point(
- (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 )
- {
- switch (current.type)
- {
- case SDL_KEYDOWN:
- return handleEventKeyDown(current);
- case SDL_KEYUP:
- return handleEventKeyUp(current);
- case SDL_MOUSEMOTION:
- return handleEventMouseMotion(current);
- case SDL_MOUSEBUTTONDOWN:
- return handleEventMouseButtonDown(current);
- case SDL_MOUSEWHEEL:
- return handleEventMouseWheel(current);
- case SDL_TEXTINPUT:
- return handleEventTextInput(current);
- case SDL_TEXTEDITING:
- return handleEventTextEditing(current);
- case SDL_MOUSEBUTTONUP:
- return handleEventMouseButtonUp(current);
- case SDL_FINGERMOTION:
- return handleEventFingerMotion(current);
- case SDL_FINGERDOWN:
- return handleEventFingerDown(current);
- case SDL_FINGERUP:
- return handleEventFingerUp(current);
- }
- }
- void CGuiHandler::handleEventKeyDown(SDL_Event & current)
- {
- SDL_KeyboardEvent key = current.key;
- if(key.repeat != 0)
- return; // ignore periodic event resends
- assert(key.state == SDL_PRESSED);
- 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;
- default:
- break;
- }
- return;
- }
- auto shortcutsVector = shortcutsHandler().translateKeycode(key.keysym.sym);
- eventDispatcher().dispatchShortcutPressed(shortcutsVector);
- }
- void CGuiHandler::handleEventKeyUp(SDL_Event & current)
- {
- SDL_KeyboardEvent key = current.key;
- if(key.repeat != 0)
- return; // ignore periodic event resends
- assert(key.state == SDL_RELEASED);
- auto shortcutsVector = shortcutsHandler().translateKeycode(key.keysym.sym);
- eventDispatcher().dispatchShortcutReleased(shortcutsVector);
- }
- void CGuiHandler::handleEventMouseMotion(SDL_Event & current)
- {
- eventDispatcher().dispatchMouseMoved(Point(current.motion.x, current.motion.y));
- }
- void CGuiHandler::handleEventMouseButtonDown(SDL_Event & current)
- {
- switch(current.button.button)
- {
- case SDL_BUTTON_LEFT:
- if (current.button.clicks > 1)
- eventDispatcher().dispatchMouseDoubleClick(Point(current.button.x, current.button.y));
- else
- eventDispatcher().dispatchMouseButtonPressed(MouseButton::LEFT, Point(current.button.x, current.button.y));
- break;
- case SDL_BUTTON_RIGHT:
- eventDispatcher().dispatchMouseButtonPressed(MouseButton::RIGHT, Point(current.button.x, current.button.y));
- break;
- case SDL_BUTTON_MIDDLE:
- eventDispatcher().dispatchMouseButtonPressed(MouseButton::MIDDLE, Point(current.button.x, current.button.y));
- break;
- }
- }
- void CGuiHandler::handleEventMouseWheel(SDL_Event & current)
- {
- // SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
- int x = 0, y = 0;
- SDL_GetMouseState(&x, &y);
- eventDispatcher().dispatchMouseScrolled(Point(current.wheel.x, current.wheel.y), Point(x, y));
- }
- void CGuiHandler::handleEventTextInput(SDL_Event & current)
- {
- eventDispatcher().dispatchTextInput(current.text.text);
- }
- void CGuiHandler::handleEventTextEditing(SDL_Event & current)
- {
- eventDispatcher().dispatchTextEditing(current.text.text);
- }
- void CGuiHandler::handleEventMouseButtonUp(SDL_Event & current)
- {
- if(!multifinger)
- {
- switch(current.button.button)
- {
- case SDL_BUTTON_LEFT:
- eventDispatcher().dispatchMouseButtonReleased(MouseButton::LEFT, Point(current.button.x, current.button.y));
- break;
- case SDL_BUTTON_RIGHT:
- eventDispatcher().dispatchMouseButtonReleased(MouseButton::RIGHT, Point(current.button.x, current.button.y));
- break;
- case SDL_BUTTON_MIDDLE:
- eventDispatcher().dispatchMouseButtonReleased(MouseButton::MIDDLE, Point(current.button.x, current.button.y));
- break;
- }
- }
- }
- void CGuiHandler::handleEventFingerMotion(SDL_Event & current)
- {
- if(isPointerRelativeMode)
- {
- fakeMoveCursor(current.tfinger.dx, current.tfinger.dy);
- }
- }
-
- void CGuiHandler::handleEventFingerDown(SDL_Event & current)
- {
- 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);
- eventDispatcher().dispatchMouseMoved(Point(current.button.x, current.button.y));
- eventDispatcher().dispatchMouseButtonPressed(MouseButton::RIGHT, Point(current.button.x, current.button.y));
- }
- #endif //VCMI_IOS
- }
- void CGuiHandler::handleEventFingerUp(SDL_Event & current)
- {
- #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);
- eventDispatcher().dispatchMouseMoved(Point(current.button.x, current.button.y));
- eventDispatcher().dispatchMouseButtonReleased(MouseButton::RIGHT, Point(current.button.x, current.button.y));
- multifinger = fingerCount != 0;
- }
- #endif //VCMI_IOS
- }
- 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["video"]["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);
- windows().onFrameRendered();
- }
- framerateManager().framerateDelay(); // holds a constant FPS
- }
- CGuiHandler::CGuiHandler()
- : defActionsDef(0)
- , captureChildren(false)
- , multifinger(false)
- , mouseButtonsMask(0)
- , curInt(nullptr)
- , fakeStatusBar(std::make_shared<EmptyStatusBar>())
- , terminate_cond (new CondSh<bool>(false))
- {
- }
- CGuiHandler::~CGuiHandler()
- {
- delete terminate_cond;
- }
- ShortcutHandler & CGuiHandler::shortcutsHandler()
- {
- assert(shortcutsHandlerInstance);
- return *shortcutsHandlerInstance;
- }
- FramerateManager & CGuiHandler::framerateManager()
- {
- assert(framerateManagerInstance);
- return *framerateManagerInstance;
- }
- void CGuiHandler::moveCursorToPosition(const Point & position)
- {
- SDL_WarpMouseInWindow(mainWindow, position.x, position.y);
- }
- bool CGuiHandler::isKeyboardCtrlDown() const
- {
- #ifdef VCMI_MAC
- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LGUI] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RGUI];
- #else
- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
- #endif
- }
- bool CGuiHandler::isKeyboardAltDown() const
- {
- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
- }
- bool CGuiHandler::isKeyboardShiftDown() const
- {
- return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
- }
- void CGuiHandler::breakEventHandling()
- {
- eventDispatcher().allowEventHandling(false);
- }
- const Point & CGuiHandler::getCursorPosition() const
- {
- return cursorPosition;
- }
- Point CGuiHandler::screenDimensions() const
- {
- return Point(screen->w, screen->h);
- }
- bool CGuiHandler::isMouseButtonPressed() const
- {
- return mouseButtonsMask > 0;
- }
- bool CGuiHandler::isMouseButtonPressed(MouseButton button) const
- {
- static_assert(static_cast<uint32_t>(MouseButton::LEFT) == SDL_BUTTON_LEFT, "mismatch between VCMI and SDL enum!");
- static_assert(static_cast<uint32_t>(MouseButton::MIDDLE) == SDL_BUTTON_MIDDLE, "mismatch between VCMI and SDL enum!");
- static_assert(static_cast<uint32_t>(MouseButton::RIGHT) == SDL_BUTTON_RIGHT, "mismatch between VCMI and SDL enum!");
- static_assert(static_cast<uint32_t>(MouseButton::EXTRA1) == SDL_BUTTON_X1, "mismatch between VCMI and SDL enum!");
- static_assert(static_cast<uint32_t>(MouseButton::EXTRA2) == SDL_BUTTON_X2, "mismatch between VCMI and SDL enum!");
- uint32_t index = static_cast<uint32_t>(button);
- return mouseButtonsMask & SDL_BUTTON(index);
- }
- 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 = std::to_string(framerateManager().getFramerate());
- graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, Colors::YELLOW, Point(10, 10));
- }
- bool CGuiHandler::amIGuiThread()
- {
- return inGuiThread.get() && *inGuiThread;
- }
- void CGuiHandler::pushUserEvent(EUserEvent usercode)
- {
- pushUserEvent(usercode, nullptr);
- }
- void CGuiHandler::pushUserEvent(EUserEvent usercode, void * userdata)
- {
- SDL_Event event;
- event.type = SDL_USEREVENT;
- event.user.code = static_cast<int32_t>(usercode);
- event.user.data1 = userdata;
- SDL_PushEvent(&event);
- }
- IScreenHandler & CGuiHandler::screenHandler()
- {
- return *screenHandlerInstance;
- }
- InterfaceEventDispatcher & CGuiHandler::eventDispatcher()
- {
- return *eventDispatcherInstance;
- }
- WindowHandler & CGuiHandler::windows()
- {
- assert(windowHandlerInstance);
- return *windowHandlerInstance;
- }
- std::shared_ptr<IStatusBar> CGuiHandler::statusbar()
- {
- auto locked = currentStatusBar.lock();
- if (!locked)
- return fakeStatusBar;
- return locked;
- }
- void CGuiHandler::setStatusbar(std::shared_ptr<IStatusBar> newStatusBar)
- {
- currentStatusBar = newStatusBar;
- }
- void CGuiHandler::onScreenResize()
- {
- screenHandler().onScreenResize();
- windows().onScreenResize();
- }
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