The Battle for Wesnoth  1.19.0-dev
controller_base.hpp
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1 /*
2  Copyright (C) 2003 - 2024
3  by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
4  Copyright (C) 2003 by David White <dave@whitevine.net>
5  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
6 
7  This program is free software; you can redistribute it and/or modify
8  it under the terms of the GNU General Public License as published by
9  the Free Software Foundation; either version 2 of the License, or
10  (at your option) any later version.
11  This program is distributed in the hope that it will be useful,
12  but WITHOUT ANY WARRANTY.
13 
14  See the COPYING file for more details.
15 */
16 
17 /**
18  * @file
19  * controller_base framework:
20  * controller_base is roughly analogous to a "dialog" class in a GUI toolkit
21  * which is appropriate for deriving wesnoth game modes, e.g. single player
22  * mode, multiplayer mode, replay mode, editor mode.
23  *
24  * It provides implementation details for:
25  * - play_slice, which is essentially one pass of the "main loop" of
26  * the application, pumping and dispatching SDL events, raising draw
27  * events, handling scrolling, sound sources, and some joystick issues
28  * It also handles displaying menus (Menu, Action).
29  *
30  * - showing context menus (much is delegated to command executor though)
31  *
32  * Other than this it functions as an abstract interface, enforcing that
33  * controllers derive from events::sdl_handler, hotkey_command_executor,
34  * and provide some accessors needed for event handling.
35  */
36 
37 #pragma once
38 
39 #include "events.hpp"
41 #include "key.hpp"
42 #include "quit_confirmation.hpp"
43 
44 class game_config_view;
45 class display;
46 class plugins_context;
47 
48 namespace events
49 {
50 class mouse_handler_base;
51 }
52 
53 namespace hotkey
54 {
55 class command_executor;
56 struct ui_command;
57 }
58 
59 namespace soundsource
60 {
61 class manager;
62 }
63 
65 {
66 public:
68  virtual ~controller_base();
69 
70  virtual void play_slice(bool is_delay_enabled = true);
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. */
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  /** Process keydown (only when the general map display does not have focus). */
152  virtual void process_focus_keydown_event(const SDL_Event& /*event*/)
153  {
154  // No action by default
155  }
156 
157  virtual void process(events::pump_info&) override;
158 
159  /** Process keydown (always). Overridden in derived classes */
160  virtual void process_keydown_event(const SDL_Event& /*event*/)
161  {
162  // No action by default
163  }
164 
165  /** Process keyup (always). * Overridden in derived classes */
166  virtual void process_keyup_event(const SDL_Event& /*event*/)
167  {
168  // No action by default
169  }
170 
171  virtual void show_menu(const std::vector<config>& items_arg, int xloc, int yloc, bool context_menu, display& disp);
172  virtual void execute_action(const std::vector<std::string>& items_arg, int xloc, int yloc, bool context_menu);
173 
174  virtual bool in_context_menu(const hotkey::ui_command& cmd) const;
175 
176  void long_touch_callback(int x, int y);
177 
179 
181 
187  /* When the last scroll tick was processed */
189  /* Sub-pixel movement left over from a previous scroll tick.
190  * This is added to the next scroll tick, if scrolling continues. */
193 
194 private:
195  /* A separate class for listening key-up events.
196  It's needed because otherwise such events might be consumed by a different event context
197  and the input system would believe that the player is still holding a key (bug #2573) */
199  {
200  public:
202  : events::sdl_handler(false)
204  {
205  join_global();
206  }
207 
208  void handle_event(const SDL_Event& event) override;
209 
210  private:
212  };
213 
215 
217  /** Context menu timer */
219 };
Class that keeps track of all the keys on the keyboard.
Definition: key.hpp:29
void handle_event(const SDL_Event &event) override
keyup_listener(controller_base &controller)
uint32_t last_scroll_tick_
void set_scroll_up(bool on)
bool handle_scroll(int mousex, int mousey, int mouse_flags)
Handle scrolling by keyboard, joystick and moving mouse near map edges.
virtual events::mouse_handler_base & get_mouse_handler_base()=0
Get a reference to a mouse handler member a derived class uses.
virtual ~controller_base()
virtual plugins_context * get_plugins_context()
Get (optionally) a plugins context a derived class uses.
size_t long_touch_timer_
Context menu timer.
void set_scroll_left(bool on)
virtual soundsource::manager * get_soundsource_man()
Get (optionally) a soundsources manager a derived class uses.
virtual bool in_context_menu(const hotkey::ui_command &cmd) const
virtual void play_slice(bool is_delay_enabled=true)
void handle_event(const SDL_Event &event) override
Process mouse- and keypress-events from SDL.
virtual void process(events::pump_info &) override
virtual void process_keyup_event(const SDL_Event &)
Process keyup (always).
void set_scroll_right(bool on)
virtual void process_focus_keydown_event(const SDL_Event &)
Process keydown (only when the general map display does not have focus).
void apply_keyboard_scroll(int x, int y)
virtual bool have_keyboard_focus()
Derived classes should override this to return false when arrow keys should not scroll the map,...
virtual void process_keydown_event(const SDL_Event &)
Process keydown (always).
virtual display & get_display()=0
Get a reference to a display member a derived class uses.
const game_config_view & game_config_
void long_touch_callback(int x, int y)
keyup_listener key_release_listener_
virtual std::vector< std::string > additional_actions_pressed()
virtual hotkey::command_executor * get_hotkey_command_executor()
Optionally get a command executor to handle context menu events.
void set_scroll_down(bool on)
virtual void show_menu(const std::vector< config > &items_arg, int xloc, int yloc, bool context_menu, display &disp)
virtual bool is_browsing() const
virtual void execute_action(const std::vector< std::string > &items_arg, int xloc, int yloc, bool context_menu)
Sort-of-Singleton that many classes, both GUI and non-GUI, use to access the game data.
Definition: display.hpp:81
virtual void join_global()
Definition: events.cpp:373
sdl_handler(sdl_handler &&)=delete
A class grating read only view to a vector of config objects, viewed as one config with all children ...
Handling of system events.
Keyboard shortcuts for game actions.
This file contains object "key", which is used to store information about keys while annotation parsi...
Used as the main paramneter for can_execute_command/do_execute_command These functions are used to ex...