File: CGuiHandler.cpp

package info (click to toggle)
vcmi 0.99%2Bdfsg%2Bgit20190113.f06c8a87-1
  • links: PTS, VCS
  • area: contrib
  • in suites: buster
  • size: 11,096 kB
  • sloc: cpp: 142,605; sh: 315; objc: 248; makefile: 32; ansic: 28; python: 13
file content (627 lines) | stat: -rw-r--r-- 16,578 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
/*
 * 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 <SDL.h>

#include "CIntObject.h"
#include "CCursorHandler.h"

#include "../CGameInfo.h"
#include "../../lib/CThreadHelper.h"
#include "../../lib/CConfigHandler.h"
#include "../CMT.h"
#include "../CPlayerInterface.h"
#include "../battle/CBattleInterface.h"

extern std::queue<SDL_Event> events;
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;
}

static inline void
processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
{
	if (mask & flag)
		cb(lst);
}

void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
{
	processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
	processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
	processList(CIntObject::MCLICK,activityFlag,&mclickable,cb);
	processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
	processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
	processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
	processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
	processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
	processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
	processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
}

void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
{
	processLists(activityFlag,[&](std::list<CIntObject*> * lst){
		lst->push_front(elem);
	});
	elem->active_m |= activityFlag;
}

void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
{
	processLists(activityFlag,[&](std::list<CIntObject*> * lst){
		auto hlp = std::find(lst->begin(),lst->end(),elem);
		assert(hlp != lst->end());
		lst->erase(hlp);
	});
	elem->active_m &= ~activityFlag;
}

void CGuiHandler::popInt(std::shared_ptr<IShowActivatable> top)
{
	assert(listInt.front() == top);
	top->deactivate();
	disposed.push_back(top);
	listInt.pop_front();
	objsToBlit -= top;
	if(!listInt.empty())
		listInt.front()->activate();
	totalRedraw();

	pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
}

void CGuiHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
{
	assert(newInt);
	assert(!vstd::contains(listInt, newInt)); // do not add same object twice

	//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
	screenBuf = screen2;

	if(!listInt.empty())
		listInt.front()->deactivate();
	listInt.push_front(newInt);
    CCS->curh->changeGraphic(ECursor::ADVENTURE, 0);
	newInt->activate();
	objsToBlit.push_back(newInt);
	totalRedraw();

	pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
}

void CGuiHandler::popInts(int howMany)
{
	if(!howMany) return; //senseless but who knows...

	assert(listInt.size() >= howMany);
	listInt.front()->deactivate();
	for(int i=0; i < howMany; i++)
	{
		objsToBlit -= listInt.front();
		disposed.push_back(listInt.front());
		listInt.pop_front();
	}

	if(!listInt.empty())
	{
		listInt.front()->activate();
		totalRedraw();
	}
	fakeMouseMove();

	pushSDLEvent(SDL_USEREVENT, EUserEvent::INTERFACE_CHANGED);
}

std::shared_ptr<IShowActivatable> CGuiHandler::topInt()
{
	if(listInt.empty())
		return std::shared_ptr<IShowActivatable>();
	else
		return listInt.front();
}

void CGuiHandler::totalRedraw()
{
	for(auto & elem : objsToBlit)
		elem->showAll(screen2);
	blitAt(screen2,0,0,screen);
}

void CGuiHandler::updateTime()
{
	int ms = mainFPSmng->getElapsedMilliseconds();
	std::list<CIntObject*> hlp = timeinterested;
	for (auto & elem : hlp)
	{
		if(!vstd::contains(timeinterested,elem)) continue;
		(elem)->onTimer(ms);
	}
}

void CGuiHandler::handleEvents()
{
	//player interface may want special event handling
	if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
		return;

	boost::unique_lock<boost::mutex> lock(eventsM);
	while(!events.empty())
	{
		continueEventHandling = true;
		SDL_Event ev = events.front();
		current = &ev;
		events.pop();
		handleCurrentEvent();
	}
}

void CGuiHandler::handleCurrentEvent()
{
	if(current->type == SDL_KEYDOWN || current->type == SDL_KEYUP)
	{
		SDL_KeyboardEvent key = current->key;
		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;

			case SDLK_F9:
				//not working yet since CClient::run remain locked after CBattleInterface removal
//				if(LOCPLINT->battleInt)
//				{
//					GH.popInts(1);
//					vstd::clear_pointer(LOCPLINT->battleInt);
//				}
				break;

			default:
				break;
			}
			return;
		}

		//translate numpad keys
		if(key.keysym.sym == SDLK_KP_ENTER)
		{
			key.keysym.sym = SDLK_RETURN;
			key.keysym.scancode = SDL_SCANCODE_RETURN;
		}

		bool keysCaptured = false;
		for(auto i = keyinterested.begin(); i != keyinterested.end() && continueEventHandling; i++)
		{
			if((*i)->captureThisEvent(key))
			{
				keysCaptured = true;
				break;
			}
		}

		std::list<CIntObject*> miCopy = keyinterested;
		for(auto i = miCopy.begin(); i != miCopy.end() && continueEventHandling; i++)
			if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
				(**i).keyPressed(key);
	}
	else if(current->type == SDL_MOUSEMOTION)
	{
		handleMouseMotion();
	}
	else if(current->type == SDL_MOUSEBUTTONDOWN)
	{
		switch(current->button.button)
		{
		case SDL_BUTTON_LEFT:
			if(lastClick == current->motion && (SDL_GetTicks() - lastClickTime) < 300)
			{
				std::list<CIntObject*> hlp = doubleClickInterested;
				for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
				{
					if(!vstd::contains(doubleClickInterested, *i)) continue;
					if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
					{
						(*i)->onDoubleClick();
					}
				}

			}

			lastClick = current->motion;
			lastClickTime = SDL_GetTicks();

			handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, true);
			break;
		case SDL_BUTTON_RIGHT:
			handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
			break;
		case SDL_BUTTON_MIDDLE:
			handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, true);
			break;
		default:
			break;
		}
	}
	else if(current->type == SDL_MOUSEWHEEL)
	{
		std::list<CIntObject*> hlp = wheelInterested;
		for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
		{
			if(!vstd::contains(wheelInterested,*i)) continue;
			// SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
			int x = 0, y = 0;
			SDL_GetMouseState(&x, &y);
			(*i)->wheelScrolled(current->wheel.y < 0, isItIn(&(*i)->pos, x, y));
		}
	}
	else if(current->type == SDL_TEXTINPUT)
	{
		for(auto it : textInterested)
		{
			it->textInputed(current->text);
		}
	}
	else if(current->type == SDL_TEXTEDITING)
	{
		for(auto it : textInterested)
		{
			it->textEdited(current->edit);
		}
	}
	//todo: muiltitouch
	else if(current->type == SDL_MOUSEBUTTONUP)
	{
		switch(current->button.button)
		{
		case SDL_BUTTON_LEFT:
			handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, false);
			break;
		case SDL_BUTTON_RIGHT:
			handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
			break;
		case SDL_BUTTON_MIDDLE:
			handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, false);
			break;
		}
	}
	current = nullptr;
} //event end

void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
{
	auto hlp = interestedObjs;
	for(auto i = hlp.begin(); i != hlp.end() && continueEventHandling; i++)
	{
		if(!vstd::contains(interestedObjs, *i)) continue;

		auto prev = (*i)->mouseState(btn);
		if(!isPressed)
			(*i)->updateMouseState(btn, isPressed);
		if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
		{
			if(isPressed)
				(*i)->updateMouseState(btn, isPressed);
			(*i)->click(btn, isPressed, prev);
		}
		else if(!isPressed)
			(*i)->click(btn, boost::logic::indeterminate, prev);
	}
}

void CGuiHandler::handleMouseMotion()
{
	//sending active, hovered hoverable objects hover() call
	std::vector<CIntObject*> hlp;
	for(auto & elem : hoverable)
	{
		if(isItIn(&(elem)->pos, current->motion.x, current->motion.y))
		{
			if (!(elem)->hovered)
				hlp.push_back((elem));
		}
		else if ((elem)->hovered)
		{
			(elem)->hover(false);
			(elem)->hovered = false;
		}
	}
	for(auto & elem : hlp)
	{
		elem->hover(true);
		elem->hovered = true;
	}

	handleMoveInterested(current->motion);
}

void CGuiHandler::simpleRedraw()
{
	//update only top interface and draw background
	if(objsToBlit.size() > 1)
		blitAt(screen2,0,0,screen); //blit background
	if(!objsToBlit.empty())
		objsToBlit.back()->show(screen); //blit active interface/window
}

void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
{
	//sending active, MotionInterested objects mouseMoved() call
	std::list<CIntObject*> miCopy = motioninterested;
	for(auto & elem : miCopy)
	{
		if(elem->strongInterest || isItInOrLowerBounds(&elem->pos, motion.x, motion.y)) //checking lower bounds fixes bug #2476
		{
			(elem)->mouseMoved(motion);
		}
	}
}

void CGuiHandler::fakeMouseMove()
{
	SDL_Event event;
	SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
	int x, y;

	sme.state = SDL_GetMouseState(&x, &y);
	sme.x = x;
	sme.y = y;

	event.motion = sme;
	SDL_PushEvent(&event);
}

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(15));

	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["general"]["showfps"].Bool())
			drawFPSCounter();

		SDL_UpdateTexture(screenTexture, nullptr, screen->pixels, screen->pitch);

		SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr);

		CCS->curh->render();

		SDL_RenderPresent(mainRenderer);

		disposed.clear();
	}

	mainFPSmng->framerateDelay(); // holds a constant FPS
}


CGuiHandler::CGuiHandler()
	: lastClick(-500, -500),lastClickTime(0), defActionsDef(0), captureChildren(false)
{
	continueEventHandling = true;
	curInt = nullptr;
	current = nullptr;
	statusbar = nullptr;

	// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
	mainFPSmng = new CFramerateManager(48);
	//do not init CFramerateManager here --AVS

	terminate_cond = new CondSh<bool>(false);
}

CGuiHandler::~CGuiHandler()
{
	delete mainFPSmng;
	delete terminate_cond;
}

void CGuiHandler::breakEventHandling()
{
	continueEventHandling = false;
}

void CGuiHandler::drawFPSCounter()
{
	const static SDL_Color yellow = {255, 255, 0, 0};
	static SDL_Rect overlay = { 0, 0, 64, 32};
	Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
	SDL_FillRect(screen, &overlay, black);
	std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
	graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
}

SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
{
	switch(key)
	{
	case SDLK_DOWN:
		return SDLK_KP_2;
	case SDLK_UP:
		return SDLK_KP_8;
	case SDLK_LEFT:
		return SDLK_KP_4;
	case SDLK_RIGHT:
		return SDLK_KP_6;
	default:
		throw std::runtime_error("Wrong key!");
	}
}

SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
{

#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
	switch(key)
	{
		REMOVE_KP(0)
		REMOVE_KP(1)
		REMOVE_KP(2)
		REMOVE_KP(3)
		REMOVE_KP(4)
		REMOVE_KP(5)
		REMOVE_KP(6)
		REMOVE_KP(7)
		REMOVE_KP(8)
		REMOVE_KP(9)
		REMOVE_KP(PERIOD)
		REMOVE_KP(MINUS)
		REMOVE_KP(PLUS)
		REMOVE_KP(EQUALS)

	case SDLK_KP_MULTIPLY:
		return SDLK_ASTERISK;
	case SDLK_KP_DIVIDE:
		return SDLK_SLASH;
	case SDLK_KP_ENTER:
		return SDLK_RETURN;
	default:
		return SDLK_UNKNOWN;
	}
#undef REMOVE_KP
}

bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
{
	if(number)
		return key >= SDLK_KP_1 && key <= SDLK_KP_0;
	else
		return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
}

bool CGuiHandler::isArrowKey(SDL_Keycode key)
{
	return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
}

bool CGuiHandler::amIGuiThread()
{
	return inGuiThread.get() && *inGuiThread;
}

void CGuiHandler::pushSDLEvent(int type, int usercode)
{
	SDL_Event event;
	event.type = type;
	event.user.code = usercode;	// not necessarily used
	SDL_PushEvent(&event);
}

CFramerateManager::CFramerateManager(int rate)
{
	this->rate = rate;
	this->rateticks = (1000.0 / rate);
	this->fps = 0;
	this->accumulatedFrames = 0;
	this->accumulatedTime = 0;
	this->lastticks = 0;
	this->timeElapsed = 0;
}

void CFramerateManager::init()
{
	this->lastticks = SDL_GetTicks();
}

void CFramerateManager::framerateDelay()
{
	ui32 currentTicks = SDL_GetTicks();
	timeElapsed = currentTicks - lastticks;

	// FPS is higher than it should be, then wait some time
	if (timeElapsed < rateticks)
	{
		SDL_Delay(ceil(this->rateticks) - timeElapsed);
	}

	accumulatedTime += timeElapsed;
	accumulatedFrames++;

	if(accumulatedFrames >= 100)
	{
		//about 2 second should be passed
		fps = ceil(1000.0 / (accumulatedTime/accumulatedFrames));
		accumulatedTime = 0;
		accumulatedFrames = 0;
	}

	currentTicks = SDL_GetTicks();
	// recalculate timeElapsed for external calls via getElapsed()
	// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
	timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);

	lastticks = SDL_GetTicks();
}