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- #ifndef __GUIBASE_H__
- #define __GUIBASE_H__
- #include "../global.h"
- #include "SDL.h"
- #include <set>
- #include <list>
- #include "../timeHandler.h"
- #include "FontBase.h"
- #include "SDL_framerate.h"
- #ifdef max
- #undef max
- #endif
- #ifdef min
- #undef min
- #endif
- /*
- * GUIBase.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
- *
- */
- class CDefEssential;
- class AdventureMapButton;
- class CHighlightableButtonsGroup;
- class CDefHandler;
- struct HeroMoveDetails;
- class CDefEssential;
- class CGHeroInstance;
- class CAdvMapInt;
- class CCastleInterface;
- class CBattleInterface;
- class CStack;
- class SComponent;
- class CCreature;
- struct SDL_Surface;
- struct CPath;
- class CCreatureAnimation;
- class CSelectableComponent;
- class CCreatureSet;
- class CGObjectInstance;
- class CSlider;
- struct UpgradeInfo;
- template <typename T> struct CondSh;
- class CInGameConsole;
- class CGarrisonInt;
- class CInGameConsole;
- struct Component;
- class CArmedInstance;
- class CGTownInstance;
- class StackState;
- class CPlayerInterface;
- /// A point with x/y coordinate, used mostly for graphic rendering
- struct Point
- {
- int x, y;
- //constructors
- Point()
- {
- x = y = 0;
- };
- Point(int X, int Y)
- :x(X),y(Y)
- {};
- Point(const int3 &a)
- :x(a.x),y(a.y)
- {}
- Point(const SDL_MouseMotionEvent &a)
- :x(a.x),y(a.y)
- {}
-
- template<typename T>
- Point operator+(const T &b) const
- {
- return Point(x+b.x,y+b.y);
- }
- template<typename T>
- Point operator*(const T &mul) const
- {
- return Point(x*mul, y*mul);
- }
- template<typename T>
- Point& operator+=(const T &b)
- {
- x += b.x;
- y += b.y;
- return *this;
- }
- template<typename T>
- Point operator-(const T &b) const
- {
- return Point(x - b.x, y - b.y);
- }
- template<typename T>
- Point& operator-=(const T &b)
- {
- x -= b.x;
- y -= b.y;
- return *this;
- }
- bool operator<(const Point &b) const //product order
- {
- return x < b.x && y < b.y;
- }
- template<typename T> Point& operator=(const T &t)
- {
- x = t.x;
- y = t.y;
- return *this;
- }
- template<typename T> bool operator==(const T &t) const
- {
- return x == t.x && y == t.y;
- }
- template<typename T> bool operator!=(const T &t) const
- {
- return !(*this == t);
- }
- };
- /// Rectangle class, which have a position and a size
- struct Rect : public SDL_Rect
- {
- Rect()//default c-tor
- {
- x = y = w = h = -1;
- }
- Rect(int X, int Y, int W, int H) //c-tor
- {
- x = X;
- y = Y;
- w = W;
- h = H;
- }
- Rect(const Point &position, const Point &size) //c-tor
- {
- x = position.x;
- y = position.y;
- w = size.x;
- h = size.y;
- }
- Rect(const SDL_Rect & r) //c-tor
- {
- x = r.x;
- y = r.y;
- w = r.w;
- h = r.h;
- }
- explicit Rect(const SDL_Surface * const &surf)
- {
- x = y = 0;
- w = surf->w;
- h = surf->h;
- }
- Rect centerIn(const Rect &r);
- static Rect createCentered(int w, int h);
- static Rect around(const Rect &r, int width = 1); //creates rect around another
- bool isIn(int qx, int qy) const //determines if given point lies inside rect
- {
- if (qx > x && qx<x+w && qy>y && qy<y+h)
- return true;
- return false;
- }
- bool isIn(const Point &q) const //determines if given point lies inside rect
- {
- return isIn(q.x,q.y);
- }
- Point topLeft() const //top left corner of this rect
- {
- return Point(x,y);
- }
- Point topRight() const //top right corner of this rect
- {
- return Point(x+w,y);
- }
- Point bottomLeft() const //bottom left corner of this rect
- {
- return Point(x,y+h);
- }
- Point bottomRight() const //bottom right corner of this rect
- {
- return Point(x+w,y+h);
- }
- Rect operator+(const Rect &p) const //moves this rect by p's rect position
- {
- return Rect(x+p.x,y+p.y,w,h);
- }
- Rect operator+(const Point &p) const //moves this rect by p's point position
- {
- return Rect(x+p.x,y+p.y,w,h);
- }
- Rect& operator=(const Point &p) //assignment operator
- {
- x = p.x;
- y = p.y;
- return *this;
- }
- Rect& operator=(const Rect &p) //assignment operator
- {
- x = p.x;
- y = p.y;
- w = p.w;
- h = p.h;
- return *this;
- }
- Rect& operator+=(const Rect &p) //works as operator+
- {
- x += p.x;
- y += p.y;
- return *this;
- }
- Rect& operator+=(const Point &p) //works as operator+
- {
- x += p.x;
- y += p.y;
- return *this;
- }
- Rect& operator-=(const Rect &p) //works as operator+
- {
- x -= p.x;
- y -= p.y;
- return *this;
- }
- Rect& operator-=(const Point &p) //works as operator+
- {
- x -= p.x;
- y -= p.y;
- return *this;
- }
- template<typename T> Rect operator-(const T &t)
- {
- return Rect(x - t.x, y - t.y, w, h);
- }
- Rect operator&(const Rect &p) const //rect intersection
- {
- bool intersect = true;
- if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
- {
- intersect = false;
- }
- else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
- {
- intersect = false;
- }
- else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
- {
- intersect = false;
- }
- else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
- {
- intersect = false;
- }
- if(intersect)
- {
- Rect ret;
- ret.x = std::max(this->x, p.x);
- ret.y = std::max(this->y, p.y);
- Point bR; //bottomRight point of returned rect
- bR.x = std::min(this->w+this->x, p.w+p.x);
- bR.y = std::min(this->h+this->y, p.h+p.y);
- ret.w = bR.x - ret.x;
- ret.h = bR.y - ret.y;
- return ret;
- }
- else
- {
- return Rect();
- }
- }
- Rect operator|(const Rect &p) const //union of two rects
- {
- Rect ret;
- ret.x = std::min(p.x, this->x);
- ret.y = std::min(p.y, this->y);
- int x2 = std::max(p.x+p.w, this->x+this->w);
- int y2 = std::max(p.y+p.h, this->y+this->h);
- ret.w = x2 -ret.x;
- ret.h = y2 -ret.y;
- return ret;
- }
- };
- /// Defines a show method
- class IShowable
- {
- public:
- void redraw();
- virtual void show(SDL_Surface * to)=0;
- virtual void showAll(SDL_Surface * to)
- {
- show(to);
- }
- virtual ~IShowable(){}; //d-tor
- };
- /// Status bar interface
- class IStatusBar
- {
- public:
- virtual ~IStatusBar(){}; //d-tor
- virtual void print(const std::string & text)=0; //prints text and refreshes statusbar
- virtual void clear()=0;//clears statusbar and refreshes
- virtual void show(SDL_Surface * to)=0; //shows statusbar (with current text)
- virtual std::string getCurrent()=0; //returns currently displayed text
- };
- /// Defines a activate/deactive method
- class IActivable
- {
- public:
- virtual void activate()=0;
- virtual void deactivate()=0;
- virtual ~IActivable(){}; //d-tor
- };
- class IShowActivable : public IShowable, public IActivable
- {
- public:
- enum {WITH_GARRISON = 1, BLOCK_ADV_HOTKEYS = 2, WITH_ARTIFACTS = 4};
- int type; //bin flags using etype
- IShowActivable();
- virtual ~IShowActivable(){}; //d-tor
- };
- class IUpdateable
- {
- public:
- virtual void update()=0;
- virtual ~IUpdateable(){}; //d-tor
- };
- /// Base UI element
- class CIntObject : public IShowActivable //interface object
- {
- public:
- CIntObject *parent; //parent object
- std::vector<CIntObject *> children;
- Rect pos, //position of object on the screen
- posRelative; //position of object in the parent (not used if no parent)
- CIntObject();
- virtual ~CIntObject(); //d-tor
- //l-clicks handling
- bool pressedL; //for determining if object is L-pressed
- void activateLClick();
- void deactivateLClick();
- virtual void clickLeft(tribool down, bool previousState);
- //r-clicks handling
- bool pressedR; //for determining if object is R-pressed
- void activateRClick();
- void deactivateRClick();
- virtual void clickRight(tribool down, bool previousState);
- //hover handling
- bool hovered; //for determining if object is hovered
- void activateHover();
- void deactivateHover();
- virtual void hover (bool on);
- //keyboard handling
- bool captureAllKeys; //if true, only this object should get info about pressed keys
- void activateKeys();
- void deactivateKeys();
- virtual void keyPressed(const SDL_KeyboardEvent & key);
- //mouse movement handling
- bool strongInterest; //if true - report all mouse movements, if not - only when hovered
- void activateMouseMove();
- void deactivateMouseMove();
- virtual void mouseMoved (const SDL_MouseMotionEvent & sEvent);
- //time handling
- int toNextTick;
- void activateTimer();
- void deactivateTimer();
- virtual void tick();
- //mouse wheel
- void activateWheel();
- void deactivateWheel();
- virtual void wheelScrolled(bool down, bool in);
- //double click
- void activateDClick();
- void deactivateDClick();
- virtual void onDoubleClick();
- enum {LCLICK=1, RCLICK=2, HOVER=4, MOVE=8, KEYBOARD=16, TIME=32, GENERAL=64, WHEEL=128, DOUBLECLICK=256, ALL=0xffff};
- ui16 active;
- ui16 used;
- enum {ACTIVATE=1, DEACTIVATE=2, UPDATE=4, SHOWALL=8, DISPOSE=16, SHARE_POS=32};
- ui8 defActions; //which calls will be tried to be redirected to children
- ui8 recActions; //which calls we allow te receive from parent
- enum EAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
- void disable(); //deactivates if needed, blocks all automatic activity, allows only disposal
- void enable(bool activation = true); //activates if needed, all activity enabled (Warning: may not be symetric with disable if recActions was limited!)
- void defActivate();
- void defDeactivate();
- void activate();
- void deactivate();
- void activate(ui16 what);
- void deactivate(ui16 what);
- void show(SDL_Surface * to);
- void showAll(SDL_Surface * to);
- void drawBorderLoc(SDL_Surface * sur, const Rect &r, const int3 &color);
- void printAtLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
- void printToLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
- void printAtMiddleLoc(const std::string & text, int x, int y, EFonts font, SDL_Color kolor, SDL_Surface * dst);
- void printAtMiddleLoc(const std::string & text, const Point &p, EFonts font, SDL_Color kolor, SDL_Surface * dst);
- void printAtMiddleWBLoc(const std::string & text, int x, int y, EFonts font, int charpr, SDL_Color kolor, SDL_Surface * dst);
- void blitAtLoc(SDL_Surface * src, int x, int y, SDL_Surface * dst);
- void blitAtLoc(SDL_Surface * src, const Point &p, SDL_Surface * dst);
- bool isItInLoc(const SDL_Rect &rect, int x, int y);
- bool isItInLoc(const SDL_Rect &rect, const Point &p);
- const Rect & center(const Rect &r, bool propagate = true); //sets pos so that r will be in the center of screen, assigns sizes of r to pos, returns new position
- const Rect & center(const Point &p, bool propagate = true); //moves object so that point p will be in its center
- const Rect & center(bool propagate = true); //centers when pos.w and pos.h are set, returns new position
- void fitToScreen(int borderWidth, bool propagate = true); //moves window to fit into screen
- void moveBy(const Point &p, bool propagate = true);
- void moveTo(const Point &p, bool propagate = true);
- void changeUsedEvents(ui16 what, bool enable, bool adjust = true);
- void addChild(CIntObject *child, bool adjustPosition = false);
- void removeChild(CIntObject *child, bool adjustPosition = false);
- void delChild(CIntObject *child); //removes from children list, deletes
- template <typename T> void delChildNUll(T *&child, bool deactivateIfNeeded = false) //removes from children list, deletes and sets pointer to NULL
- {
- if(!child)
- return;
- if(deactivateIfNeeded && child->active)
- child->deactivate();
- delChild(child);
- child = NULL;
- }
- };
- /// Class for binding keys to left mouse button clicks
- /// Classes wanting use it should have it as one of their base classes
- class KeyShortcut : public virtual CIntObject
- {
- public:
- std::set<int> assignedKeys;
- KeyShortcut(){}; //c-tor
- KeyShortcut(int key){assignedKeys.insert(key);}; //c-tor
- KeyShortcut(std::set<int> Keys):assignedKeys(Keys){}; //c-tor
- virtual void keyPressed(const SDL_KeyboardEvent & key); //call-in
- };
- /// to unify updating garrisons via PlayerInterface
- class CGarrisonHolder : public virtual CIntObject
- {
- public:
- CGarrisonHolder();
- virtual void updateGarrisons(){};
- };
- class CWindowWithGarrison : public CGarrisonHolder
- {
- public:
- CGarrisonInt *garr;
- virtual void updateGarrisons();
- };
- /// Window GUI class
- class CSimpleWindow : public CIntObject
- {
- public:
- SDL_Surface * bitmap; //background
- virtual void show(SDL_Surface * to);
- CSimpleWindow():bitmap(NULL){}; //c-tor
- virtual ~CSimpleWindow(); //d-tor
- };
- /// Image class
- class CPicture : public CIntObject
- {
- public:
- SDL_Surface *bg;
- Rect *srcRect; //if NULL then whole surface will be used
- bool freeSurf; //whether surface will be freed upon CPicture destruction
- bool needRefresh;//Surface needs to be displayed each frame
- operator SDL_Surface*()
- {
- return bg;
- }
- CPicture(const Rect &r, const SDL_Color &color, bool screenFormat = false); //rect filled with given color
- CPicture(const Rect &r, ui32 color, bool screenFormat = false); //rect filled with given color
- CPicture(SDL_Surface *BG, int x=0, int y=0, bool Free = true); //wrap existing SDL_Surface
- CPicture(const std::string &bmpname, int x=0, int y=0);
- CPicture(SDL_Surface *BG, const Rect &SrcRext, int x = 0, int y = 0, bool free = false); //wrap subrect of given surface
- void init();
- void createSimpleRect(const Rect &r, bool screenFormat, ui32 color);
- ~CPicture();
- void show(SDL_Surface * to);
- void showAll(SDL_Surface * to);
- void convertToScreenBPP();
- void colorizeAndConvert(int player);
- void colorize(int player);
- };
- /// Handles GUI logic and drawing
- class CGuiHandler
- {
- public:
- FPSManager *mainFPSmng; //to keep const framerate
- timeHandler th;
- std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
- IStatusBar * statusbar;
- //active GUI elements (listening for events
- std::list<CIntObject*> lclickable;
- std::list<CIntObject*> rclickable;
- std::list<CIntObject*> hoverable;
- std::list<CIntObject*> keyinterested;
- std::list<CIntObject*> motioninterested;
- std::list<CIntObject*> timeinterested;
- std::list<CIntObject*> wheelInterested;
- std::list<CIntObject*> doubleClickInterested;
- //objs to blit
- std::vector<IShowable*> objsToBlit;
- SDL_Event * current; //current event - can be set to NULL to stop handling event
- IUpdateable *curInt;
- Point lastClick;
- unsigned lastClickTime;
- bool terminate;
- CGuiHandler();
- ~CGuiHandler();
- void run(); // holds the main loop for the whole program after initialization and manages the update/rendering system
-
- void totalRedraw(); //forces total redraw (using showAll), sets a flag, method gets called at the end of the rendering
- void simpleRedraw(); //update only top interface and draw background from buffer, sets a flag, method gets called at the end of the rendering
-
- void popInt(IShowActivable *top); //removes given interface from the top and activates next
- void popIntTotally(IShowActivable *top); //deactivates, deletes, removes given interface from the top and activates next
- void pushInt(IShowActivable *newInt); //deactivate old top interface, activates this one and pushes to the top
- void popInts(int howMany); //pops one or more interfaces - deactivates top, deletes and removes given number of interfaces, activates new front
- IShowActivable *topInt(); //returns top interface
-
- void updateTime(); //handles timeInterested
- void handleEvents(); //takes events from queue and calls interested objects
- void handleEvent(SDL_Event *sEvent);
- void handleMouseMotion(SDL_Event *sEvent);
- void handleMoveInterested( const SDL_MouseMotionEvent & motion );
- void fakeMouseMove();
- void breakEventHandling(); //current event won't be propagated anymore
- void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
- ui8 defActionsDef; //default auto actions
- ui8 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
- };
- extern CGuiHandler GH; //global gui handler
- SDLKey arrowToNum(SDLKey key); //converts arrow key to according numpad key
- SDLKey numToDigit(SDLKey key);//converts numpad digit key to normal digit key
- bool isNumKey(SDLKey key, bool number = true); //checks if key is on numpad (numbers - check only for numpad digits)
- bool isArrowKey(SDLKey key);
- CIntObject * moveChild(CIntObject *obj, CIntObject *from, CIntObject *to, bool adjustPos = false);
- template <typename T> void pushIntT()
- {
- GH.pushInt(new T());
- }
- struct ObjectConstruction
- {
- CIntObject *myObj;
- ObjectConstruction(CIntObject *obj);
- ~ObjectConstruction();
- };
- struct SetCaptureState
- {
- bool previousCapture;
- ui8 prevActions;
- SetCaptureState(bool allow, ui8 actions);
- ~SetCaptureState();
- };
- class Colors
- {
- public:
- static SDL_Color MetallicGold;
- static SDL_Color Yellow;
- static SDL_Color createColor(int r, int g, int b);
- };
- #define OBJ_CONSTRUCTION ObjectConstruction obj__i(this)
- #define OBJ_CONSTRUCTION_CAPTURING_ALL defActions = 255; SetCaptureState obj__i1(true, 255); ObjectConstruction obj__i(this)
- #define BLOCK_CAPTURING SetCaptureState obj__i(false, 0)
- #define BLOCK_CAPTURING_DONT_TOUCH_REC_ACTIONS SetCaptureState obj__i(false, GH.defActionsDef)
- #endif //__GUIBASE_H__
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