CGuiHandler.cpp 16 KB

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  1. /*
  2. * CGuiHandler.cpp, 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. #include "StdInc.h"
  11. #include "CGuiHandler.h"
  12. #include "../lib/CondSh.h"
  13. #include <SDL.h>
  14. #include "CIntObject.h"
  15. #include "CCursorHandler.h"
  16. #include "../CGameInfo.h"
  17. #include "../../lib/CThreadHelper.h"
  18. #include "../../lib/CConfigHandler.h"
  19. #include "../CMT.h"
  20. #include "../CPlayerInterface.h"
  21. #include "../battle/CBattleInterface.h"
  22. extern std::queue<SDL_Event> events;
  23. extern boost::mutex eventsM;
  24. boost::thread_specific_ptr<bool> inGuiThread;
  25. SObjectConstruction::SObjectConstruction(CIntObject *obj)
  26. :myObj(obj)
  27. {
  28. GH.createdObj.push_front(obj);
  29. GH.captureChildren = true;
  30. }
  31. SObjectConstruction::~SObjectConstruction()
  32. {
  33. assert(GH.createdObj.size());
  34. assert(GH.createdObj.front() == myObj);
  35. GH.createdObj.pop_front();
  36. GH.captureChildren = GH.createdObj.size();
  37. }
  38. SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
  39. {
  40. previousCapture = GH.captureChildren;
  41. GH.captureChildren = false;
  42. prevActions = GH.defActionsDef;
  43. GH.defActionsDef = actions;
  44. }
  45. SSetCaptureState::~SSetCaptureState()
  46. {
  47. GH.captureChildren = previousCapture;
  48. GH.defActionsDef = prevActions;
  49. }
  50. static inline void
  51. processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
  52. {
  53. if (mask & flag)
  54. cb(lst);
  55. }
  56. void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
  57. {
  58. processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
  59. processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
  60. processList(CIntObject::MCLICK,activityFlag,&mclickable,cb);
  61. processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
  62. processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
  63. processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
  64. processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
  65. processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
  66. processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
  67. processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
  68. }
  69. void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
  70. {
  71. processLists(activityFlag,[&](std::list<CIntObject*> * lst){
  72. lst->push_front(elem);
  73. });
  74. elem->active_m |= activityFlag;
  75. }
  76. void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
  77. {
  78. processLists(activityFlag,[&](std::list<CIntObject*> * lst){
  79. auto hlp = std::find(lst->begin(),lst->end(),elem);
  80. assert(hlp != lst->end());
  81. lst->erase(hlp);
  82. });
  83. elem->active_m &= ~activityFlag;
  84. }
  85. void CGuiHandler::popInt(IShowActivatable *top)
  86. {
  87. assert(listInt.front() == top);
  88. top->deactivate();
  89. listInt.pop_front();
  90. objsToBlit -= top;
  91. if(!listInt.empty())
  92. listInt.front()->activate();
  93. totalRedraw();
  94. }
  95. void CGuiHandler::popIntTotally(IShowActivatable *top)
  96. {
  97. assert(listInt.front() == top);
  98. popInt(top);
  99. delete top;
  100. fakeMouseMove();
  101. }
  102. void CGuiHandler::pushInt(IShowActivatable *newInt)
  103. {
  104. assert(newInt);
  105. assert(boost::range::find(listInt, newInt) == listInt.end()); // do not add same object twice
  106. //a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
  107. screenBuf = screen2;
  108. if(!listInt.empty())
  109. listInt.front()->deactivate();
  110. listInt.push_front(newInt);
  111. newInt->activate();
  112. objsToBlit.push_back(newInt);
  113. totalRedraw();
  114. }
  115. void CGuiHandler::popInts(int howMany)
  116. {
  117. if(!howMany) return; //senseless but who knows...
  118. assert(listInt.size() >= howMany);
  119. listInt.front()->deactivate();
  120. for(int i=0; i < howMany; i++)
  121. {
  122. objsToBlit -= listInt.front();
  123. delete listInt.front();
  124. listInt.pop_front();
  125. }
  126. if(!listInt.empty())
  127. {
  128. listInt.front()->activate();
  129. totalRedraw();
  130. }
  131. fakeMouseMove();
  132. }
  133. IShowActivatable * CGuiHandler::topInt()
  134. {
  135. if(listInt.empty())
  136. return nullptr;
  137. else
  138. return listInt.front();
  139. }
  140. void CGuiHandler::totalRedraw()
  141. {
  142. for(auto & elem : objsToBlit)
  143. elem->showAll(screen2);
  144. blitAt(screen2,0,0,screen);
  145. }
  146. void CGuiHandler::updateTime()
  147. {
  148. int ms = mainFPSmng->getElapsedMilliseconds();
  149. std::list<CIntObject*> hlp = timeinterested;
  150. for (auto & elem : hlp)
  151. {
  152. if(!vstd::contains(timeinterested,elem)) continue;
  153. (elem)->onTimer(ms);
  154. }
  155. }
  156. void CGuiHandler::handleEvents()
  157. {
  158. //player interface may want special event handling
  159. if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
  160. return;
  161. boost::unique_lock<boost::mutex> lock(eventsM);
  162. while(!events.empty())
  163. {
  164. continueEventHandling = true;
  165. current = &events.front();
  166. events.pop();
  167. handleCurrentEvent();
  168. }
  169. }
  170. void CGuiHandler::handleCurrentEvent()
  171. {
  172. if(current->type == SDL_KEYDOWN || current->type == SDL_KEYUP)
  173. {
  174. SDL_KeyboardEvent key = current->key;
  175. if(current->type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
  176. {
  177. //TODO: we need some central place for all interface-independent hotkeys
  178. Settings s = settings.write["session"];
  179. switch(key.keysym.sym)
  180. {
  181. case SDLK_F5:
  182. if(settings["session"]["spectate-locked-pim"].Bool())
  183. LOCPLINT->pim->unlock();
  184. else
  185. LOCPLINT->pim->lock();
  186. s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
  187. break;
  188. case SDLK_F6:
  189. s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
  190. break;
  191. case SDLK_F7:
  192. s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
  193. break;
  194. case SDLK_F8:
  195. s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
  196. break;
  197. case SDLK_F9:
  198. //not working yet since CClient::run remain locked after CBattleInterface removal
  199. if(LOCPLINT->battleInt)
  200. {
  201. GH.popIntTotally(GH.topInt());
  202. vstd::clear_pointer(LOCPLINT->battleInt);
  203. }
  204. break;
  205. default:
  206. break;
  207. }
  208. return;
  209. }
  210. //translate numpad keys
  211. if(key.keysym.sym == SDLK_KP_ENTER)
  212. {
  213. key.keysym.sym = SDLK_RETURN;
  214. key.keysym.scancode = SDL_SCANCODE_RETURN;
  215. }
  216. bool keysCaptured = false;
  217. for(auto i = keyinterested.begin(); i != keyinterested.end() && continueEventHandling; i++)
  218. {
  219. if((*i)->captureThisEvent(key))
  220. {
  221. keysCaptured = true;
  222. break;
  223. }
  224. }
  225. std::list<CIntObject*> miCopy = keyinterested;
  226. for(auto i = miCopy.begin(); i != miCopy.end() && continueEventHandling; i++)
  227. if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
  228. (**i).keyPressed(key);
  229. }
  230. else if(current->type == SDL_MOUSEMOTION)
  231. {
  232. CCS->curh->cursorMove(current->motion.x, current->motion.y);
  233. handleMouseMotion();
  234. }
  235. else if(current->type == SDL_MOUSEBUTTONDOWN)
  236. {
  237. switch(current->button.button)
  238. {
  239. case SDL_BUTTON_LEFT:
  240. if(lastClick == current->motion && (SDL_GetTicks() - lastClickTime) < 300)
  241. {
  242. std::list<CIntObject*> hlp = doubleClickInterested;
  243. for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
  244. {
  245. if(!vstd::contains(doubleClickInterested, *i)) continue;
  246. if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
  247. {
  248. (*i)->onDoubleClick();
  249. }
  250. }
  251. }
  252. lastClick = current->motion;
  253. lastClickTime = SDL_GetTicks();
  254. handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, true);
  255. break;
  256. case SDL_BUTTON_RIGHT:
  257. handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
  258. break;
  259. case SDL_BUTTON_MIDDLE:
  260. handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, true);
  261. break;
  262. default:
  263. break;
  264. }
  265. }
  266. else if(current->type == SDL_MOUSEWHEEL)
  267. {
  268. std::list<CIntObject*> hlp = wheelInterested;
  269. for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
  270. {
  271. if(!vstd::contains(wheelInterested,*i)) continue;
  272. // SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
  273. int x = 0, y = 0;
  274. SDL_GetMouseState(&x, &y);
  275. (*i)->wheelScrolled(current->wheel.y < 0, isItIn(&(*i)->pos, x, y));
  276. }
  277. }
  278. else if(current->type == SDL_TEXTINPUT)
  279. {
  280. for(auto it : textInterested)
  281. {
  282. it->textInputed(current->text);
  283. }
  284. }
  285. else if(current->type == SDL_TEXTEDITING)
  286. {
  287. for(auto it : textInterested)
  288. {
  289. it->textEdited(current->edit);
  290. }
  291. }
  292. //todo: muiltitouch
  293. else if(current->type == SDL_MOUSEBUTTONUP)
  294. {
  295. switch(current->button.button)
  296. {
  297. case SDL_BUTTON_LEFT:
  298. handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, false);
  299. break;
  300. case SDL_BUTTON_RIGHT:
  301. handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
  302. break;
  303. case SDL_BUTTON_MIDDLE:
  304. handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, false);
  305. break;
  306. }
  307. }
  308. current = nullptr;
  309. } //event end
  310. void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
  311. {
  312. auto hlp = interestedObjs;
  313. for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
  314. {
  315. if(!vstd::contains(interestedObjs, *i)) continue;
  316. auto prev = (*i)->mouseState(btn);
  317. if(!isPressed)
  318. (*i)->updateMouseState(btn, isPressed);
  319. if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
  320. {
  321. if(isPressed)
  322. (*i)->updateMouseState(btn, isPressed);
  323. (*i)->click(btn, isPressed, prev);
  324. }
  325. else if(!isPressed)
  326. (*i)->click(btn, boost::logic::indeterminate, prev);
  327. }
  328. }
  329. void CGuiHandler::handleMouseMotion()
  330. {
  331. //sending active, hovered hoverable objects hover() call
  332. std::vector<CIntObject*> hlp;
  333. for(auto & elem : hoverable)
  334. {
  335. if(isItIn(&(elem)->pos, current->motion.x, current->motion.y))
  336. {
  337. if (!(elem)->hovered)
  338. hlp.push_back((elem));
  339. }
  340. else if ((elem)->hovered)
  341. {
  342. (elem)->hover(false);
  343. (elem)->hovered = false;
  344. }
  345. }
  346. for(auto & elem : hlp)
  347. {
  348. elem->hover(true);
  349. elem->hovered = true;
  350. }
  351. handleMoveInterested(current->motion);
  352. }
  353. void CGuiHandler::simpleRedraw()
  354. {
  355. //update only top interface and draw background
  356. if(objsToBlit.size() > 1)
  357. blitAt(screen2,0,0,screen); //blit background
  358. if(!objsToBlit.empty())
  359. objsToBlit.back()->show(screen); //blit active interface/window
  360. }
  361. void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
  362. {
  363. //sending active, MotionInterested objects mouseMoved() call
  364. std::list<CIntObject*> miCopy = motioninterested;
  365. for(auto & elem : miCopy)
  366. {
  367. if(elem->strongInterest || isItInOrLowerBounds(&elem->pos, motion.x, motion.y)) //checking lower bounds fixes bug #2476
  368. {
  369. (elem)->mouseMoved(motion);
  370. }
  371. }
  372. }
  373. void CGuiHandler::fakeMouseMove()
  374. {
  375. SDL_Event event;
  376. SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
  377. int x, y;
  378. sme.state = SDL_GetMouseState(&x, &y);
  379. sme.x = x;
  380. sme.y = y;
  381. event.motion = sme;
  382. SDL_PushEvent(&event);
  383. }
  384. void CGuiHandler::renderFrame()
  385. {
  386. // Updating GUI requires locking pim mutex (that protects screen and GUI state).
  387. // During game:
  388. // When ending the game, the pim mutex might be hold by other thread,
  389. // that will notify us about the ending game by setting terminate_cond flag.
  390. //in PreGame terminate_cond stay false
  391. bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
  392. while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
  393. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  394. if(acquiredTheLockOnPim)
  395. {
  396. // If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
  397. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
  398. if(nullptr != curInt)
  399. curInt->update();
  400. if (settings["general"]["showfps"].Bool())
  401. drawFPSCounter();
  402. // draw the mouse cursor and update the screen
  403. CCS->curh->render();
  404. SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);
  405. SDL_RenderPresent(mainRenderer);
  406. }
  407. mainFPSmng->framerateDelay(); // holds a constant FPS
  408. }
  409. CGuiHandler::CGuiHandler()
  410. : lastClick(-500, -500),lastClickTime(0), defActionsDef(0), captureChildren(false)
  411. {
  412. continueEventHandling = true;
  413. curInt = nullptr;
  414. current = nullptr;
  415. statusbar = nullptr;
  416. // Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
  417. mainFPSmng = new CFramerateManager(48);
  418. //do not init CFramerateManager here --AVS
  419. terminate_cond = new CondSh<bool>(false);
  420. }
  421. CGuiHandler::~CGuiHandler()
  422. {
  423. delete mainFPSmng;
  424. delete terminate_cond;
  425. }
  426. void CGuiHandler::breakEventHandling()
  427. {
  428. continueEventHandling = false;
  429. }
  430. void CGuiHandler::drawFPSCounter()
  431. {
  432. const static SDL_Color yellow = {255, 255, 0, 0};
  433. static SDL_Rect overlay = { 0, 0, 64, 32};
  434. Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
  435. SDL_FillRect(screen, &overlay, black);
  436. std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
  437. graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
  438. }
  439. SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
  440. {
  441. switch(key)
  442. {
  443. case SDLK_DOWN:
  444. return SDLK_KP_2;
  445. case SDLK_UP:
  446. return SDLK_KP_8;
  447. case SDLK_LEFT:
  448. return SDLK_KP_4;
  449. case SDLK_RIGHT:
  450. return SDLK_KP_6;
  451. default:
  452. throw std::runtime_error("Wrong key!");
  453. }
  454. }
  455. SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
  456. {
  457. #define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
  458. switch(key)
  459. {
  460. REMOVE_KP(0)
  461. REMOVE_KP(1)
  462. REMOVE_KP(2)
  463. REMOVE_KP(3)
  464. REMOVE_KP(4)
  465. REMOVE_KP(5)
  466. REMOVE_KP(6)
  467. REMOVE_KP(7)
  468. REMOVE_KP(8)
  469. REMOVE_KP(9)
  470. REMOVE_KP(PERIOD)
  471. REMOVE_KP(MINUS)
  472. REMOVE_KP(PLUS)
  473. REMOVE_KP(EQUALS)
  474. case SDLK_KP_MULTIPLY:
  475. return SDLK_ASTERISK;
  476. case SDLK_KP_DIVIDE:
  477. return SDLK_SLASH;
  478. case SDLK_KP_ENTER:
  479. return SDLK_RETURN;
  480. default:
  481. return SDLK_UNKNOWN;
  482. }
  483. #undef REMOVE_KP
  484. }
  485. bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
  486. {
  487. if(number)
  488. return key >= SDLK_KP_1 && key <= SDLK_KP_0;
  489. else
  490. return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
  491. }
  492. bool CGuiHandler::isArrowKey(SDL_Keycode key)
  493. {
  494. return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
  495. }
  496. bool CGuiHandler::amIGuiThread()
  497. {
  498. return inGuiThread.get() && *inGuiThread;
  499. }
  500. void CGuiHandler::pushSDLEvent(int type, int usercode)
  501. {
  502. SDL_Event event;
  503. event.type = type;
  504. event.user.code = usercode; // not necessarily used
  505. SDL_PushEvent(&event);
  506. }
  507. CFramerateManager::CFramerateManager(int rate)
  508. {
  509. this->rate = rate;
  510. this->rateticks = (1000.0 / rate);
  511. this->fps = 0;
  512. this->accumulatedFrames = 0;
  513. this->accumulatedTime = 0;
  514. this->lastticks = 0;
  515. this->timeElapsed = 0;
  516. }
  517. void CFramerateManager::init()
  518. {
  519. this->lastticks = SDL_GetTicks();
  520. }
  521. void CFramerateManager::framerateDelay()
  522. {
  523. ui32 currentTicks = SDL_GetTicks();
  524. timeElapsed = currentTicks - lastticks;
  525. // FPS is higher than it should be, then wait some time
  526. if (timeElapsed < rateticks)
  527. {
  528. SDL_Delay(ceil(this->rateticks) - timeElapsed);
  529. }
  530. accumulatedTime += timeElapsed;
  531. accumulatedFrames++;
  532. if(accumulatedFrames >= 100)
  533. {
  534. //about 2 second should be passed
  535. fps = ceil(1000.0 / (accumulatedTime/accumulatedFrames));
  536. accumulatedTime = 0;
  537. accumulatedFrames = 0;
  538. }
  539. currentTicks = SDL_GetTicks();
  540. // recalculate timeElapsed for external calls via getElapsed()
  541. // limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
  542. timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
  543. lastticks = SDL_GetTicks();
  544. }