The Battle for Wesnoth  1.15.2+dev
controller_base.hpp
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1 /*
2  Copyright (C) 2006 - 2018 by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
3  wesnoth playlevel Copyright (C) 2003 by David White <dave@whitevine.net>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 /**
17  * @file
18  * controller_base framework:
19  * controller_base is roughly analogous to a "dialog" class in a GUI toolkit
20  * which is appropriate for deriving wesnoth game modes, e.g. single player
21  * mode, multiplayer mode, replay mode, editor mode.
22  *
23  * It provides implementation details for:
24  * - play_slice, which is essentially one pass of the "main loop" of
25  * the application, pumping and dispatching SDL events, raising draw
26  * events, handling scrolling, sound sources, and some joystick issues
27  * It also handles displaying menus (Menu, Action).
28  *
29  * - showing context menus (much is delegated to command executor though)
30  *
31  * Other than this it functions as an abstract interface, enforcing that
32  * controllers derive from events::sdl_handler, hotkey_command_executor,
33  * and provide some accessors needed for event handling.
34  */
35 
36 #pragma once
37 
38 #include "events.hpp"
40 #include "key.hpp"
41 #include "quit_confirmation.hpp"
42 #include "video.hpp"
43 
44 class display;
45 class plugins_context;
46 
47 namespace events
48 {
49 class mouse_handler_base;
50 }
51 
52 namespace hotkey
53 {
54 class command_executor;
55 }
56 
57 namespace soundsource
58 {
59 class manager;
60 }
61 
63 {
64 public:
66  virtual ~controller_base();
67 
68  virtual void play_slice(bool is_delay_enabled = true);
69 
70  static const config& get_theme(const config& game_config, std::string theme_name);
71 
72  void apply_keyboard_scroll(int x, int y);
73 
74  void set_scroll_up(bool on)
75  {
76  scroll_up_ = on;
77  }
78 
79  void set_scroll_down(bool on)
80  {
81  scroll_down_ = on;
82  }
83 
84  void set_scroll_left(bool on)
85  {
86  scroll_left_ = on;
87  }
88 
89  void set_scroll_right(bool on)
90  {
91  scroll_right_ = on;
92  }
93 
94  /** Optionally get a command executor to handle context menu events. */
96  {
97  return nullptr;
98  }
99 
100 protected:
101  virtual bool is_browsing() const
102  {
103  return false;
104  }
105 
106  /** Get a reference to a mouse handler member a derived class uses. */
107  virtual events::mouse_handler_base& get_mouse_handler_base() = 0;
108 
109  /** Get a reference to a display member a derived class uses. */
110  virtual display& get_display() = 0;
111 
112  /** Get (optionally) a soundsources manager a derived class uses. */
114  {
115  return nullptr;
116  }
117 
118  /** Get (optionally) a plugins context a derived class uses. */
120  {
121  return nullptr;
122  }
123 
124  /**
125  * Derived classes should override this to return false when arrow keys
126  * should not scroll the map, hotkeys not processed etc, for example
127  * when a textbox is active
128  * @returns true when arrow keys should scroll the map, false otherwise
129  */
130  virtual bool have_keyboard_focus();
131 
132  virtual std::vector<std::string> additional_actions_pressed()
133  {
134  return std::vector<std::string>();
135  }
136 
137  /**
138  * Handle scrolling by keyboard, joystick and moving mouse near map edges
139  * @see scrolling_, which is set if the display is being scrolled
140  * @return true when there was any scrolling, false otherwise
141  */
142  bool handle_scroll(int mousex, int mousey, int mouse_flags);
143 
144  /**
145  * Process mouse- and keypress-events from SDL.
146  * Calls various virtual function to allow specialized
147  * behavior of derived classes.
148  */
149  void handle_event(const SDL_Event& event) override;
150 
151  void handle_window_event(const SDL_Event& /*event*/) override
152  {
153  // No action by default
154  }
155 
156  /** Process keydown (only when the general map display does not have focus). */
157  virtual void process_focus_keydown_event(const SDL_Event& /*event*/)
158  {
159  // No action by default
160  }
161 
162  virtual void process(events::pump_info&) override;
163 
164  /** Process keydown (always). Overridden in derived classes */
165  virtual void process_keydown_event(const SDL_Event& /*event*/)
166  {
167  // No action by default
168  }
169 
170  /** Process keyup (always). * Overridden in derived classes */
171  virtual void process_keyup_event(const SDL_Event& /*event*/)
172  {
173  // No action by default
174  }
175 
176  virtual void show_menu(const std::vector<config>& items_arg, int xloc, int yloc, bool context_menu, display& disp);
177  virtual void execute_action(const std::vector<std::string>& items_arg, int xloc, int yloc, bool context_menu);
178 
179  virtual bool in_context_menu(hotkey::HOTKEY_COMMAND command) const;
180 
181  void long_touch_callback(int x, int y);
182 
184 
186 
192 
193 private:
194  /* A separate class for listening key-up events.
195  It's needed because otherwise such events might be consumed by a different event context
196  and the input system would believe that the player is still holding a key (bug #2573) */
198  {
199  public:
201  : events::sdl_handler(false)
202  , controller_(controller)
203  {
204  join_global();
205  }
206 
207  void handle_event(const SDL_Event& event) override;
208  void handle_window_event(const SDL_Event&) override {}
209 
210  private:
212  };
213 
215 
217  /** Context menu timer */
219 };
virtual plugins_context * get_plugins_context()
Get (optionally) a plugins context a derived class uses.
void set_scroll_up(bool on)
virtual void process_keyup_event(const SDL_Event &)
Process keyup (always).
void set_scroll_down(bool on)
-file util.hpp
keyup_listener key_release_listener_
Keyboard shortcuts for game actions.
virtual std::vector< std::string > additional_actions_pressed()
virtual soundsource::manager * get_soundsource_man()
Get (optionally) a soundsources manager a derived class uses.
virtual bool is_browsing() const
void process(int mousex, int mousey)
Definition: tooltips.cpp:193
int show_menu(lua_State *L)
Displays a popup menu at the current mouse position Best used from a [set_menu_item], to show a submenu.
Definition: lua_gui2.cpp:380
keyup_listener(controller_base &controller)
void handle_window_event(const SDL_Event &) override
virtual void process_keydown_event(const SDL_Event &)
Process keydown (always).
virtual void process_focus_keydown_event(const SDL_Event &)
Process keydown (only when the general map display does not have focus).
Game configuration data as global variables.
Definition: build_info.cpp:49
const config & game_config_
void set_scroll_right(bool on)
size_t long_touch_timer_
Context menu timer.
void handle_window_event(const SDL_Event &) override
Handling of system events.
Definition: manager.hpp:42
virtual hotkey::command_executor * get_hotkey_command_executor()
Optionally get a command executor to handle context menu events.
void set_scroll_left(bool on)
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
Class that keeps track of all the keys on the keyboard.
Definition: key.hpp:27