The Battle for Wesnoth  1.19.13+dev
command_executor.hpp
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1 /*
2  Copyright (C) 2003 - 2025
3  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 #pragma once
17 
18 #include "hotkey_command.hpp"
19 
20 #include <SDL2/SDL_events.h>
21 
22 class display;
23 
24 namespace hotkey
25 {
27 
28 /** Returns action_state::on if @a condition is true, else action_state::off. */
29 inline action_state on_if(bool condition)
30 {
31  return condition ? action_state::on : action_state::off;
32 }
33 
34 /** Returns action_state::selected if @a condition is true, else action_state::deselected. */
35 inline action_state selected_if(bool condition)
36 {
38 }
39 
40 /// Used as the main parameter for can_execute_command/do_execute_command
41 /// These functions are used to execute hotkeys but also to execute menu items,
42 /// (Most menu items point to the same action as a hotkey but not all)
43 struct ui_command
44 {
45  /// The hotkey::HOTKEY_COMMAND associated with this action, HOTKEY_NULL for actions that don't allow hotkey binding.
46  /// different actions of the ame type might have the same HOTKEY_COMMAND (like different wml menu items that allow
47  /// hotkey bindings.). This is preferred to be used for comparision over id (for example being an enum makes it
48  /// impossible to make typos in the id and its faster, plus c++ unfortunately doesn't allow switch statements with
49  /// strings)
51  /// The string command, never empty, describes the action uniquely. when the action is the result of a menu click
52  /// this matches the id element of the clicked item (the id parameter of show_menu)
53  std::string id;
54  /// When this action was the result of a menu click, this is the index of the clicked item in the menu.
55  int index;
56  ui_command(hotkey::HOTKEY_COMMAND hotkey_command, std::string_view id, int index = -1)
58  , id(id)
59  , index(index)
60  {
61  }
62  explicit ui_command(const hotkey::hotkey_command& cmd, int index = -1)
63  : ui_command(cmd.command, cmd.id, index)
64  {
65  }
66  explicit ui_command(std::string_view id, int index = -1)
68  {
69  // Only set the command from the associated hotkey_command, not the ID.
70  // There are cases (specifically, autoload items) with which no command
71  // is associated, yet whose ID should be stored unmodified.
73  }
74 };
75 
76 // Abstract base class for objects that implement the ability
77 // to execute hotkey commands.
79 {
80 protected:
81  virtual ~command_executor() {}
82 
83 public:
84  virtual void cycle_units() {}
85  virtual void cycle_back_units() {}
86  virtual void end_turn() {}
87  virtual void goto_leader() {}
88  virtual void unit_hold_position() {}
89  virtual void end_unit_turn() {}
90  virtual void undo() {}
91  virtual void redo() {}
92  virtual void terrain_description() {}
93  virtual void unit_description() {}
94  virtual void rename_unit() {}
95  virtual void save_game() {}
96  virtual void save_replay() {}
97  virtual void save_map() {}
98  virtual void load_game() {}
99  virtual void toggle_ellipses() {}
100  virtual void toggle_grid() {}
101  virtual void status_table() {}
102  virtual void recall() {}
103  virtual void recruit() {}
104  virtual void repeat_recruit() {}
105  virtual void speak() {}
106  virtual void whisper() {}
107  virtual void shout() {}
108  virtual void create_unit() {}
109  virtual void change_side() {}
110  virtual void kill_unit() {}
111  virtual void preferences() {}
112  virtual void objectives() {}
113  virtual void unit_list() {}
114  virtual void show_statistics() {}
115  virtual void stop_network() {}
116  virtual void start_network() {}
117  virtual void label_terrain(bool /*team_only*/) {}
118  virtual void clear_labels() {}
119  virtual void label_settings() {}
120  virtual void show_enemy_moves(bool /*ignore_units*/) {}
121  virtual void toggle_shroud_updates() {}
122  virtual void update_shroud_now() {}
123  virtual void continue_move() {}
124  virtual void search() {}
125  virtual void show_help() {}
126  virtual void show_chat_log() {}
127  virtual void user_command() {}
128  virtual void custom_command() {}
129  virtual void ai_formula() {}
130  virtual void clear_messages() {}
131  virtual void change_language() {}
132  virtual void play_replay() { }
133  virtual void reset_replay() {}
134  virtual void stop_replay() {}
135  virtual void replay_next_turn() { }
136  virtual void replay_next_side() { }
137  virtual void replay_next_move() { }
138  virtual void replay_show_everything() {}
139  virtual void replay_show_each() {}
140  virtual void replay_show_team1() {}
141  virtual void replay_skip_animation() {}
142  virtual void replay_exit() {}
143  virtual void whiteboard_toggle() {}
144  virtual void whiteboard_execute_action() {}
146  virtual void whiteboard_delete_action() {}
147  virtual void whiteboard_bump_up_action() {}
148  virtual void whiteboard_bump_down_action() {}
149  virtual void whiteboard_suppose_dead() {}
150  virtual void select_hex() {}
151  virtual void deselect_hex() {}
152  virtual void move_action() {}
153  virtual void select_and_action() {}
154  virtual void select_teleport() {}
155  virtual void touch_hex() {}
156  virtual void toggle_accelerated_speed() {}
157  virtual void scroll_up(bool /*on*/) {}
158  virtual void scroll_down(bool /*on*/) {}
159  virtual void scroll_left(bool /*on*/) {}
160  virtual void scroll_right(bool /*on*/) {}
161  virtual void lua_console();
162  virtual void zoom_in() {}
163  virtual void zoom_out() {}
164  virtual void zoom_default() {}
165  virtual void map_screenshot() {}
166  virtual void surrender_quit_game() {}
167 
168  virtual void set_button_state() {}
169  virtual void recalculate_minimap() {}
170 
171  void surrender_game();
172  void execute_quit_command();
173 
174  // @a items_arg the items in the menus to be shows, each item can have the following attributes:
175  // 'id': The id describing the action, will be passed to do_execute_command and can_execute_command,
176  // If 'id' specifies a known hotkey command or theme item the other attributes can be generated from it.
177  // 'label': The label for this menu entry.
178  // 'icon': The icon for this menu entry.
179  virtual void show_menu(const std::vector<config>& items_arg, const point& menu_loc, bool context_menu);
180 
181  // @a items_arg the actions to be executed, executes all of the actions, it looks like the idea is to associate
182  // multiple actions with a single menu button, not sure whether it is actually used.
183  void execute_action(const std::vector<std::string>& items_arg);
184 
185 protected:
186  virtual bool can_execute_command(const hotkey::ui_command& command) const = 0;
187  virtual bool do_execute_command(const hotkey::ui_command& command, bool press = true, bool release = false);
188 
189  // Does the action control a toggle switch? If so, return the state of the action (on or off).
191  {
193  }
194 
195  /**
196  * Determines whether the command should be in the context menu or not.
197  * Independent of whether or not we can actually execute the command.
198  */
199  virtual bool in_context_menu(const hotkey::ui_command&) const
200  {
201  return true;
202  }
203 
204 private:
205  void populate_menu_controls(config& item, int index) const;
206  void populate_menu_item_info(config& item, int index) const;
207 
208  /** If true, the menu will remain open after an item has been selected. */
209  virtual bool keep_menu_open() const
210  {
211  return false;
212  }
213 
215  {
216  queued_command(const hotkey_command& command_, int index_, bool press_, bool release_)
217  : command(&command_), index(index_), press(press_), release(release_)
218  {}
219 
221  int index;
222  bool press;
223  bool release;
224  };
225 
226  void execute_command_wrap(const queued_command& command);
227  std::vector<queued_command> filter_command_queue();
228 
229  bool press_event_sent_ = false;
230  std::vector<queued_command> command_queue_;
231 
232 public:
233  void queue_command(const SDL_Event& event, int index = -1);
234  bool run_queued_commands();
235 
237  {
238  press_event_sent_ = false;
239  }
240 };
241 
243 {
244 protected:
245  virtual display& get_display() = 0;
246 public:
247  void set_button_state();
248  void recalculate_minimap();
249  void lua_console();
250  void zoom_in();
251  void zoom_out();
252  void zoom_default();
253  void map_screenshot();
254 };
255 
256 /* Functions to be called every time a event is intercepted.
257  * Will call the relevant function in executor if the event is not nullptr.
258  * Also handles some events in the function itself,
259  * and so is still meaningful to call with executor=nullptr
260  */
261 void jbutton_event(const SDL_Event& event, command_executor* executor);
262 void jhat_event(const SDL_Event& event, command_executor* executor);
263 void key_event(const SDL_Event& event, command_executor* executor);
264 void keyup_event(const SDL_Event& event, command_executor* executor);
265 void mbutton_event(const SDL_Event& event, command_executor* executor);
266 // Function to call to process the events.
267 void run_events(command_executor* executor);
268 
269 }
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:158
Sort-of-Singleton that many classes, both GUI and non-GUI, use to access the game data.
Definition: display.hpp:88
virtual display & get_display()=0
virtual void scroll_right(bool)
virtual void show_menu(const std::vector< config > &items_arg, const point &menu_loc, bool context_menu)
virtual void replay_skip_animation()
virtual void scroll_up(bool)
virtual void scroll_left(bool)
virtual void whiteboard_execute_all_actions()
virtual bool do_execute_command(const hotkey::ui_command &command, bool press=true, bool release=false)
virtual void whiteboard_execute_action()
virtual void show_enemy_moves(bool)
std::vector< queued_command > command_queue_
virtual void toggle_shroud_updates()
virtual void whiteboard_bump_down_action()
void execute_command_wrap(const queued_command &command)
void execute_action(const std::vector< std::string > &items_arg)
virtual action_state get_action_state(const hotkey::ui_command &) const
virtual void whiteboard_delete_action()
virtual bool keep_menu_open() const
If true, the menu will remain open after an item has been selected.
virtual void replay_show_everything()
virtual void toggle_accelerated_speed()
virtual void whiteboard_suppose_dead()
void populate_menu_item_info(config &item, int index) const
virtual void scroll_down(bool)
virtual bool in_context_menu(const hotkey::ui_command &) const
Determines whether the command should be in the context menu or not.
virtual void surrender_quit_game()
virtual void label_terrain(bool)
virtual void whiteboard_bump_up_action()
virtual void unit_hold_position()
virtual void terrain_description()
virtual void recalculate_minimap()
virtual bool can_execute_command(const hotkey::ui_command &command) const =0
std::vector< queued_command > filter_command_queue()
void queue_command(const SDL_Event &event, int index=-1)
void populate_menu_controls(config &item, int index) const
Keyboard shortcuts for game actions.
void jhat_event(const SDL_Event &event, command_executor *executor)
void key_event(const SDL_Event &event, command_executor *executor)
void mbutton_event(const SDL_Event &event, command_executor *executor)
action_state on_if(bool condition)
Returns action_state::on if condition is true, else action_state::off.
void run_events(command_executor *executor)
void jbutton_event(const SDL_Event &event, command_executor *executor)
action_state selected_if(bool condition)
Returns action_state::selected if condition is true, else action_state::deselected.
const hotkey_command & get_hotkey_command(std::string_view command)
Returns the hotkey_command with the given id.
void keyup_event(const SDL_Event &, command_executor *executor)
std::size_t index(std::string_view str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:70
queued_command(const hotkey_command &command_, int index_, bool press_, bool release_)
Stores all information related to functions that can be bound to hotkeys.
HOTKEY_COMMAND command
The command associated with this hotkey.
Used as the main parameter for can_execute_command/do_execute_command These functions are used to exe...
ui_command(hotkey::HOTKEY_COMMAND hotkey_command, std::string_view id, int index=-1)
ui_command(const hotkey::hotkey_command &cmd, int index=-1)
hotkey::HOTKEY_COMMAND hotkey_command
The hotkey::HOTKEY_COMMAND associated with this action, HOTKEY_NULL for actions that don't allow hotk...
int index
When this action was the result of a menu click, this is the index of the clicked item in the menu.
std::string id
The string command, never empty, describes the action uniquely.
ui_command(std::string_view id, int index=-1)
Holds a 2D point.
Definition: point.hpp:25