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/* UI.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "UI.h"
#include "audio/Audio.h"
#include "Command.h"
#include "Panel.h"
#include "Screen.h"
#include <SDL2/SDL.h>
#include <algorithm>
using namespace std;
// Handle an event. The event is handed to each panel on the stack until one
// of them handles it. If none do, this returns false.
bool UI::Handle(const SDL_Event &event)
{
bool handled = false;
vector<shared_ptr<Panel>>::iterator it = stack.end();
while(it != stack.begin() && !handled)
{
--it;
// Panels that are about to be popped cannot handle any other events.
if(count(toPop.begin(), toPop.end(), it->get()))
continue;
if(event.type == SDL_MOUSEMOTION)
{
if(event.motion.state & SDL_BUTTON(1))
handled = (*it)->DoDrag(
event.motion.xrel * 100. / Screen::Zoom(),
event.motion.yrel * 100. / Screen::Zoom());
else
handled = (*it)->DoHover(
Screen::Left() + event.motion.x * 100 / Screen::Zoom(),
Screen::Top() + event.motion.y * 100 / Screen::Zoom());
}
else if(event.type == SDL_MOUSEBUTTONDOWN)
{
int x = Screen::Left() + event.button.x * 100 / Screen::Zoom();
int y = Screen::Top() + event.button.y * 100 / Screen::Zoom();
if(event.button.button == 1)
handled = (*it)->ZoneClick(Point(x, y));
if(!handled)
handled = (*it)->DoClick(x, y, static_cast<MouseButton>(event.button.button), event.button.clicks);
}
else if(event.type == SDL_MOUSEBUTTONUP)
{
int x = Screen::Left() + event.button.x * 100 / Screen::Zoom();
int y = Screen::Top() + event.button.y * 100 / Screen::Zoom();
handled = (*it)->DoRelease(x, y, static_cast<MouseButton>(event.button.button));
}
else if(event.type == SDL_MOUSEWHEEL)
handled = (*it)->DoScroll(event.wheel.x, event.wheel.y);
else if(event.type == SDL_KEYDOWN)
{
Command command(event.key.keysym.sym);
handled = (*it)->DoKeyDown(event.key.keysym.sym, event.key.keysym.mod, command, !event.key.repeat);
}
// If this panel does not want anything below it to receive events, do
// not let this event trickle further down the stack.
if((*it)->TrapAllEvents())
break;
}
// Handle any queued push or pop commands.
PushOrPop();
return handled;
}
// Step all the panels forward (advance animations, move objects, etc.).
void UI::StepAll()
{
// Handle any queued push or pop commands.
PushOrPop();
// Step all the panels.
for(shared_ptr<Panel> &panel : stack)
panel->Step();
}
// Draw all the panels.
void UI::DrawAll()
{
// First, clear all the clickable zones. New ones will be added in the
// course of drawing the screen.
for(const shared_ptr<Panel> &it : stack)
it->ClearZones();
// Find the topmost full-screen panel. Nothing below that needs to be drawn.
vector<shared_ptr<Panel>>::const_iterator it = stack.end();
while(it != stack.begin())
if((*--it)->IsFullScreen())
break;
for( ; it != stack.end(); ++it)
(*it)->DoDraw();
}
const vector<shared_ptr<Panel>> &UI::Stack() const
{
return stack;
}
// Add the given panel to the stack. UI is responsible for deleting it.
void UI::Push(Panel *panel)
{
Push(shared_ptr<Panel>(panel));
}
void UI::Push(const shared_ptr<Panel> &panel)
{
toPush.push_back(panel);
panel->SetUI(this);
}
// Remove the given panel from the stack (if it is in it). The panel will be
// deleted at the start of the next time Step() is called, so it is safe for
// a panel to Pop() itself.
void UI::Pop(const Panel *panel)
{
toPop.push_back(panel);
}
// Remove the given panel and every panel that is higher in the stack.
void UI::PopThrough(const Panel *panel)
{
for(auto it = stack.rbegin(); it != stack.rend(); ++it)
{
toPop.push_back(it->get());
if(it->get() == panel)
break;
}
}
// Check whether the given panel is on top of the existing panels, i.e. is the
// active one, on this Step. Any panels that have been pushed this Step are not
// considered.
bool UI::IsTop(const Panel *panel) const
{
return (!stack.empty() && stack.back().get() == panel);
}
// Get the absolute top panel, even if it is not yet drawn (i.e. was pushed on
// this Step).
shared_ptr<Panel> UI::Top() const
{
if(!toPush.empty())
return toPush.back();
if(!stack.empty())
return stack.back();
return shared_ptr<Panel>();
}
// Delete all the panels and clear the "done" flag.
void UI::Reset()
{
stack.clear();
toPush.clear();
toPop.clear();
isDone = false;
}
// Get the lower-most panel.
shared_ptr<Panel> UI::Root() const
{
if(stack.empty())
{
if(toPush.empty())
return shared_ptr<Panel>();
return toPush.front();
}
return stack.front();
}
// If the player enters the game, enable saving the loaded file.
void UI::CanSave(bool canSave)
{
this->canSave = canSave;
}
bool UI::CanSave() const
{
return canSave;
}
// Tell the UI to quit.
void UI::Quit()
{
isDone = true;
}
// Check if it is time to quit.
bool UI::IsDone() const
{
return isDone;
}
// Check if there are no panels left. No panels left on the gamePanels-
// stack usually means that it is time for the game to quit, while no
// panels left on the menuPanels-stack is a normal state for a running
// game.
bool UI::IsEmpty() const
{
return stack.empty() && toPush.empty();
}
void UI::AdjustViewport() const
{
for(auto &it : stack)
it->DoResize();
}
// Get the current mouse position.
Point UI::GetMouse()
{
int x = 0;
int y = 0;
SDL_GetMouseState(&x, &y);
return Screen::TopLeft() + Point(x, y) * (100. / Screen::Zoom());
}
void UI::PlaySound(UISound sound)
{
string name;
switch(sound)
{
case UISound::NORMAL:
name = "ui/click";
break;
case UISound::SOFT:
name = "ui/click soft";
break;
case UISound::SOFT_BUZZ:
name = "ui/buzz soft";
break;
case UISound::TARGET:
name = "ui/target";
break;
case UISound::FAILURE:
name = "ui/fail";
break;
default:
return;
}
Audio::Play(Audio::Get(name), SoundCategory::UI);
}
// If a push or pop is queued, apply it.
void UI::PushOrPop()
{
// Handle any panels that should be added.
for(shared_ptr<Panel> &panel : toPush)
if(panel)
stack.push_back(panel);
toPush.clear();
// These panels should be popped but not deleted (because someone else
// owns them and is managing their creation and deletion).
for(const Panel *panel : toPop)
{
for(auto it = stack.begin(); it != stack.end(); ++it)
if(it->get() == panel)
{
stack.erase(it);
break;
}
}
toPop.clear();
// Each panel potentially has its own children, which could be modified.
for(auto &panel : stack)
panel->AddOrRemove();
}
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