The Battle for Wesnoth  1.17.0-dev
controller_base.hpp
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1 /*
2  Copyright (C) 2003 - 2021
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 #include "video.hpp"
44 
45 class game_config_view;
46 class display;
47 class plugins_context;
48 
49 namespace events
50 {
51 class mouse_handler_base;
52 }
53 
54 namespace hotkey
55 {
56 class command_executor;
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  static const config& get_theme(const game_config_view& game_config, std::string theme_name);
73 
74  void apply_keyboard_scroll(int x, int y);
75 
76  void set_scroll_up(bool on)
77  {
78  scroll_up_ = on;
79  }
80 
81  void set_scroll_down(bool on)
82  {
83  scroll_down_ = on;
84  }
85 
86  void set_scroll_left(bool on)
87  {
88  scroll_left_ = on;
89  }
90 
91  void set_scroll_right(bool on)
92  {
93  scroll_right_ = on;
94  }
95 
96  /** Optionally get a command executor to handle context menu events. */
98  {
99  return nullptr;
100  }
101 
102 protected:
103  virtual bool is_browsing() const
104  {
105  return false;
106  }
107 
108  /** Get a reference to a mouse handler member a derived class uses. */
109  virtual events::mouse_handler_base& get_mouse_handler_base() = 0;
110 
111  /** Get a reference to a display member a derived class uses. */
112  virtual display& get_display() = 0;
113 
114  /** Get (optionally) a soundsources manager a derived class uses. */
116  {
117  return nullptr;
118  }
119 
120  /** Get (optionally) a plugins context a derived class uses. */
122  {
123  return nullptr;
124  }
125 
126  /**
127  * Derived classes should override this to return false when arrow keys
128  * should not scroll the map, hotkeys not processed etc, for example
129  * when a textbox is active
130  * @returns true when arrow keys should scroll the map, false otherwise
131  */
132  virtual bool have_keyboard_focus();
133 
134  virtual std::vector<std::string> additional_actions_pressed()
135  {
136  return std::vector<std::string>();
137  }
138 
139  /**
140  * Handle scrolling by keyboard, joystick and moving mouse near map edges
141  * @see scrolling_, which is set if the display is being scrolled
142  * @return true when there was any scrolling, false otherwise
143  */
144  bool handle_scroll(int mousex, int mousey, int mouse_flags);
145 
146  /**
147  * Process mouse- and keypress-events from SDL.
148  * Calls various virtual function to allow specialized
149  * behavior of derived classes.
150  */
151  void handle_event(const SDL_Event& event) override;
152 
153  void handle_window_event(const SDL_Event& /*event*/) override
154  {
155  // No action by default
156  }
157 
158  /** Process keydown (only when the general map display does not have focus). */
159  virtual void process_focus_keydown_event(const SDL_Event& /*event*/)
160  {
161  // No action by default
162  }
163 
164  virtual void process(events::pump_info&) override;
165 
166  /** Process keydown (always). Overridden in derived classes */
167  virtual void process_keydown_event(const SDL_Event& /*event*/)
168  {
169  // No action by default
170  }
171 
172  /** Process keyup (always). * Overridden in derived classes */
173  virtual void process_keyup_event(const SDL_Event& /*event*/)
174  {
175  // No action by default
176  }
177 
178  virtual void show_menu(const std::vector<config>& items_arg, int xloc, int yloc, bool context_menu, display& disp);
179  virtual void execute_action(const std::vector<std::string>& items_arg, int xloc, int yloc, bool context_menu);
180 
181  virtual bool in_context_menu(hotkey::HOTKEY_COMMAND command) const;
182 
183  void long_touch_callback(int x, int y);
184 
186 
188 
194 
195 private:
196  /* A separate class for listening key-up events.
197  It's needed because otherwise such events might be consumed by a different event context
198  and the input system would believe that the player is still holding a key (bug #2573) */
200  {
201  public:
203  : events::sdl_handler(false)
204  , controller_(controller)
205  {
206  join_global();
207  }
208 
209  void handle_event(const SDL_Event& event) override;
210  void handle_window_event(const SDL_Event&) override {}
211 
212  private:
214  };
215 
217 
219  /** Context menu timer */
221 };
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)
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:194
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:185
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:59
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:43
virtual hotkey::command_executor * get_hotkey_command_executor()
Optionally get a command executor to handle context menu events.
void set_scroll_left(bool on)
const game_config_view & game_config_
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:61
Class that keeps track of all the keys on the keyboard.
Definition: key.hpp:28