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. SDL_Event ev = events.front();
  165. events.pop();
  166. this->handleEvent(&ev);
  167. }
  168. }
  169. void CGuiHandler::handleEvent(SDL_Event *sEvent)
  170. {
  171. current = sEvent;
  172. bool prev;
  173. if (sEvent->type==SDL_KEYDOWN || sEvent->type==SDL_KEYUP)
  174. {
  175. SDL_KeyboardEvent key = sEvent->key;
  176. if(sEvent->type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
  177. {
  178. //TODO: we need some central place for all interface-independent hotkeys
  179. Settings s = settings.write["session"];
  180. switch(key.keysym.sym)
  181. {
  182. case SDLK_F5:
  183. if(settings["session"]["spectate-locked-pim"].Bool())
  184. LOCPLINT->pim->unlock();
  185. else
  186. LOCPLINT->pim->lock();
  187. s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
  188. break;
  189. case SDLK_F6:
  190. s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
  191. break;
  192. case SDLK_F7:
  193. s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
  194. break;
  195. case SDLK_F8:
  196. s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
  197. break;
  198. case SDLK_F9:
  199. //not working yet since CClient::run remain locked after CBattleInterface removal
  200. if(LOCPLINT->battleInt)
  201. {
  202. GH.popIntTotally(GH.topInt());
  203. vstd::clear_pointer(LOCPLINT->battleInt);
  204. }
  205. break;
  206. default:
  207. break;
  208. }
  209. return;
  210. }
  211. //translate numpad keys
  212. if(key.keysym.sym == SDLK_KP_ENTER)
  213. {
  214. key.keysym.sym = SDLK_RETURN;
  215. key.keysym.scancode = SDL_SCANCODE_RETURN;
  216. }
  217. bool keysCaptured = false;
  218. for(auto i=keyinterested.begin(); i != keyinterested.end() && current; i++)
  219. {
  220. if((*i)->captureThisEvent(key))
  221. {
  222. keysCaptured = true;
  223. break;
  224. }
  225. }
  226. std::list<CIntObject*> miCopy = keyinterested;
  227. for(auto i=miCopy.begin(); i != miCopy.end() && current; i++)
  228. if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
  229. (**i).keyPressed(key);
  230. }
  231. else if(sEvent->type==SDL_MOUSEMOTION)
  232. {
  233. CCS->curh->cursorMove(sEvent->motion.x, sEvent->motion.y);
  234. handleMouseMotion(sEvent);
  235. }
  236. else if(sEvent->type == SDL_MOUSEBUTTONDOWN)
  237. {
  238. switch(sEvent->button.button)
  239. {
  240. case SDL_BUTTON_LEFT:
  241. if(lastClick == sEvent->motion && (SDL_GetTicks() - lastClickTime) < 300)
  242. {
  243. std::list<CIntObject*> hlp = doubleClickInterested;
  244. for(auto i = hlp.begin(); i != hlp.end() && current; i++)
  245. {
  246. if(!vstd::contains(doubleClickInterested, *i)) continue;
  247. if(isItIn(&(*i)->pos, sEvent->motion.x, sEvent->motion.y))
  248. {
  249. (*i)->onDoubleClick();
  250. }
  251. }
  252. }
  253. lastClick = sEvent->motion;
  254. lastClickTime = SDL_GetTicks();
  255. handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, true);
  256. break;
  257. case SDL_BUTTON_RIGHT:
  258. handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
  259. break;
  260. case SDL_BUTTON_MIDDLE:
  261. handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, true);
  262. break;
  263. default:
  264. break;
  265. }
  266. }
  267. else if (sEvent->type == SDL_MOUSEWHEEL)
  268. {
  269. std::list<CIntObject*> hlp = wheelInterested;
  270. for(auto i=hlp.begin(); i != hlp.end() && current; i++)
  271. {
  272. if(!vstd::contains(wheelInterested,*i)) continue;
  273. // SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
  274. int x = 0, y = 0;
  275. SDL_GetMouseState(&x, &y);
  276. (*i)->wheelScrolled(sEvent->wheel.y < 0, isItIn(&(*i)->pos, x, y));
  277. }
  278. }
  279. else if(sEvent->type == SDL_TEXTINPUT)
  280. {
  281. for(auto it : textInterested)
  282. {
  283. it->textInputed(sEvent->text);
  284. }
  285. }
  286. else if(sEvent->type == SDL_TEXTEDITING)
  287. {
  288. for(auto it : textInterested)
  289. {
  290. it->textEdited(sEvent->edit);
  291. }
  292. }
  293. //todo: muiltitouch
  294. else if(sEvent->type == SDL_MOUSEBUTTONUP)
  295. {
  296. switch(sEvent->button.button)
  297. {
  298. case SDL_BUTTON_LEFT:
  299. handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, false);
  300. break;
  301. case SDL_BUTTON_RIGHT:
  302. handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
  303. break;
  304. case SDL_BUTTON_MIDDLE:
  305. handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, false);
  306. break;
  307. }
  308. }
  309. current = nullptr;
  310. } //event end
  311. void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
  312. {
  313. auto hlp = interestedObjs;
  314. for(auto i = hlp.begin(); i != hlp.end() && current; i++)
  315. {
  316. if(!vstd::contains(interestedObjs, *i)) continue;
  317. auto prev = (*i)->mouseState(btn);
  318. if(!isPressed)
  319. (*i)->updateMouseState(btn, isPressed);
  320. if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
  321. {
  322. if(isPressed)
  323. (*i)->updateMouseState(btn, isPressed);
  324. (*i)->click(btn, isPressed, prev);
  325. }
  326. else if(!isPressed)
  327. (*i)->click(btn, boost::logic::indeterminate, prev);
  328. }
  329. }
  330. void CGuiHandler::handleMouseMotion(SDL_Event *sEvent)
  331. {
  332. //sending active, hovered hoverable objects hover() call
  333. std::vector<CIntObject*> hlp;
  334. for(auto & elem : hoverable)
  335. {
  336. if (isItIn(&(elem)->pos,sEvent->motion.x,sEvent->motion.y))
  337. {
  338. if (!(elem)->hovered)
  339. hlp.push_back((elem));
  340. }
  341. else if ((elem)->hovered)
  342. {
  343. (elem)->hover(false);
  344. (elem)->hovered = false;
  345. }
  346. }
  347. for(auto & elem : hlp)
  348. {
  349. elem->hover(true);
  350. elem->hovered = true;
  351. }
  352. handleMoveInterested(sEvent->motion);
  353. }
  354. void CGuiHandler::simpleRedraw()
  355. {
  356. //update only top interface and draw background
  357. if(objsToBlit.size() > 1)
  358. blitAt(screen2,0,0,screen); //blit background
  359. if(!objsToBlit.empty())
  360. objsToBlit.back()->show(screen); //blit active interface/window
  361. }
  362. void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
  363. {
  364. //sending active, MotionInterested objects mouseMoved() call
  365. std::list<CIntObject*> miCopy = motioninterested;
  366. for(auto & elem : miCopy)
  367. {
  368. if(elem->strongInterest || isItInOrLowerBounds(&elem->pos, motion.x, motion.y)) //checking lower bounds fixes bug #2476
  369. {
  370. (elem)->mouseMoved(motion);
  371. }
  372. }
  373. }
  374. void CGuiHandler::fakeMouseMove()
  375. {
  376. SDL_Event evnt;
  377. SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
  378. int x, y;
  379. sme.state = SDL_GetMouseState(&x, &y);
  380. sme.x = x;
  381. sme.y = y;
  382. evnt.motion = sme;
  383. current = &evnt;
  384. handleMouseMotion(&evnt);
  385. }
  386. void CGuiHandler::renderFrame()
  387. {
  388. // Updating GUI requires locking pim mutex (that protects screen and GUI state).
  389. // During game:
  390. // When ending the game, the pim mutex might be hold by other thread,
  391. // that will notify us about the ending game by setting terminate_cond flag.
  392. //in PreGame terminate_cond stay false
  393. bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
  394. while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
  395. boost::this_thread::sleep(boost::posix_time::milliseconds(15));
  396. if(acquiredTheLockOnPim)
  397. {
  398. // If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
  399. boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
  400. if(nullptr != curInt)
  401. curInt->update();
  402. if (settings["general"]["showfps"].Bool())
  403. drawFPSCounter();
  404. // draw the mouse cursor and update the screen
  405. CCS->curh->render();
  406. if(0 != SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr))
  407. logGlobal->error("%s SDL_RenderCopy %s", __FUNCTION__, SDL_GetError());
  408. SDL_RenderPresent(mainRenderer);
  409. }
  410. mainFPSmng->framerateDelay(); // holds a constant FPS
  411. }
  412. CGuiHandler::CGuiHandler()
  413. : lastClick(-500, -500),lastClickTime(0), defActionsDef(0), captureChildren(false)
  414. {
  415. curInt = nullptr;
  416. current = nullptr;
  417. statusbar = nullptr;
  418. // Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
  419. mainFPSmng = new CFramerateManager(48);
  420. //do not init CFramerateManager here --AVS
  421. terminate_cond = new CondSh<bool>(false);
  422. }
  423. CGuiHandler::~CGuiHandler()
  424. {
  425. delete mainFPSmng;
  426. delete terminate_cond;
  427. }
  428. void CGuiHandler::breakEventHandling()
  429. {
  430. current = nullptr;
  431. }
  432. void CGuiHandler::drawFPSCounter()
  433. {
  434. const static SDL_Color yellow = {255, 255, 0, 0};
  435. static SDL_Rect overlay = { 0, 0, 64, 32};
  436. Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
  437. SDL_FillRect(screen, &overlay, black);
  438. std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
  439. graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
  440. }
  441. SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
  442. {
  443. switch(key)
  444. {
  445. case SDLK_DOWN:
  446. return SDLK_KP_2;
  447. case SDLK_UP:
  448. return SDLK_KP_8;
  449. case SDLK_LEFT:
  450. return SDLK_KP_4;
  451. case SDLK_RIGHT:
  452. return SDLK_KP_6;
  453. default:
  454. throw std::runtime_error("Wrong key!");
  455. }
  456. }
  457. SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
  458. {
  459. #define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
  460. switch(key)
  461. {
  462. REMOVE_KP(0)
  463. REMOVE_KP(1)
  464. REMOVE_KP(2)
  465. REMOVE_KP(3)
  466. REMOVE_KP(4)
  467. REMOVE_KP(5)
  468. REMOVE_KP(6)
  469. REMOVE_KP(7)
  470. REMOVE_KP(8)
  471. REMOVE_KP(9)
  472. REMOVE_KP(PERIOD)
  473. REMOVE_KP(MINUS)
  474. REMOVE_KP(PLUS)
  475. REMOVE_KP(EQUALS)
  476. case SDLK_KP_MULTIPLY:
  477. return SDLK_ASTERISK;
  478. case SDLK_KP_DIVIDE:
  479. return SDLK_SLASH;
  480. case SDLK_KP_ENTER:
  481. return SDLK_RETURN;
  482. default:
  483. return SDLK_UNKNOWN;
  484. }
  485. #undef REMOVE_KP
  486. }
  487. bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
  488. {
  489. if(number)
  490. return key >= SDLK_KP_1 && key <= SDLK_KP_0;
  491. else
  492. return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
  493. }
  494. bool CGuiHandler::isArrowKey(SDL_Keycode key)
  495. {
  496. return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
  497. }
  498. bool CGuiHandler::amIGuiThread()
  499. {
  500. return inGuiThread.get() && *inGuiThread;
  501. }
  502. void CGuiHandler::pushSDLEvent(int type, int usercode)
  503. {
  504. SDL_Event event;
  505. event.type = type;
  506. event.user.code = usercode; // not necessarily used
  507. SDL_PushEvent(&event);
  508. }
  509. CFramerateManager::CFramerateManager(int rate)
  510. {
  511. this->rate = rate;
  512. this->rateticks = (1000.0 / rate);
  513. this->fps = 0;
  514. this->accumulatedFrames = 0;
  515. this->accumulatedTime = 0;
  516. this->lastticks = 0;
  517. this->timeElapsed = 0;
  518. }
  519. void CFramerateManager::init()
  520. {
  521. this->lastticks = SDL_GetTicks();
  522. }
  523. void CFramerateManager::framerateDelay()
  524. {
  525. ui32 currentTicks = SDL_GetTicks();
  526. timeElapsed = currentTicks - lastticks;
  527. // FPS is higher than it should be, then wait some time
  528. if (timeElapsed < rateticks)
  529. {
  530. SDL_Delay(ceil(this->rateticks) - timeElapsed);
  531. }
  532. accumulatedTime += timeElapsed;
  533. accumulatedFrames++;
  534. if(accumulatedFrames >= 100)
  535. {
  536. //about 2 second should be passed
  537. fps = ceil(1000.0 / (accumulatedTime/accumulatedFrames));
  538. accumulatedTime = 0;
  539. accumulatedFrames = 0;
  540. }
  541. currentTicks = SDL_GetTicks();
  542. // recalculate timeElapsed for external calls via getElapsed()
  543. // limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
  544. timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
  545. lastticks = SDL_GetTicks();
  546. }