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forked from 0ad/0ad
0ad/source/gui/GUIManager.h
Yves 4b1297b328 Removes g_ScriptingHost and implements global to compartment 1 to 1 relation.
Each GUI Page gets its own compartment and all ScriptInterfaces in the
same thread should now use the same JS Runtime.
This is required for the SpiderMonkey upgrade.
Check the ticket for details.

Closes #2241
Refs #1886
Refs #1966

This was SVN commit r14496.
2014-01-04 10:14:53 +00:00

179 lines
4.8 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_GUIMANAGER
#define INCLUDED_GUIMANAGER
#include <boost/unordered_set.hpp>
#include "lib/input.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "scriptinterface/ScriptVal.h"
#include "scriptinterface/ScriptInterface.h"
#include <set>
class CGUI;
struct JSObject;
class IGUIObject;
struct CColor;
struct SGUIIcon;
/**
* External interface to the GUI system.
*
* The GUI consists of a set of pages. Each page is constructed from a
* series of XML files, and is independent from any other page.
* Only one page is active at a time. All events and render requests etc
* will go to the active page. This lets the GUI switch between pre-game menu
* and in-game UI.
*/
class CGUIManager
{
NONCOPYABLE(CGUIManager);
public:
CGUIManager();
~CGUIManager();
shared_ptr<ScriptInterface> GetScriptInterface()
{
return m_ScriptInterface;
}
shared_ptr<ScriptRuntime> GetRuntime() { return m_ScriptRuntime; }
shared_ptr<CGUI> GetActiveGUI() { return top(); }
/**
* Returns whether there are any current pages.
*/
bool HasPages();
/**
* Load a new GUI page and make it active. All current pages will be destroyed.
*/
void SwitchPage(const CStrW& name, ScriptInterface* srcScriptInterface, CScriptVal initData);
/**
* Load a new GUI page and make it active. All current pages will be retained,
* and will still be drawn and receive tick events, but will not receive
* user inputs.
*/
void PushPage(const CStrW& pageName, shared_ptr<ScriptInterface::StructuredClone> initData);
/**
* Unload the currently active GUI page, and make the previous page active.
* (There must be at least two pages when you call this.)
*/
void PopPage();
void PopPageCB(shared_ptr<ScriptInterface::StructuredClone> args);
/**
* Display a modal message box with an "OK" button.
*/
void DisplayMessageBox(int width, int height, const CStrW& title, const CStrW& message);
/**
* Call when a file has bee modified, to hotload pages if their .xml files changed.
*/
Status ReloadChangedFiles(const VfsPath& path);
/**
* Pass input events to the currently active GUI page.
*/
InReaction HandleEvent(const SDL_Event_* ev);
/**
* See CGUI::GetPreDefinedColor; applies to the currently active page.
*/
bool GetPreDefinedColor(const CStr& name, CColor& output);
/**
* See CGUI::IconExists; applies to the currently active page.
*/
bool IconExists(const CStr& str) const;
/**
* See CGUI::GetIcon; applies to the currently active page.
*/
SGUIIcon GetIcon(const CStr& str) const;
/**
* See CGUI::FindObjectByName; applies to the currently active page.
*/
IGUIObject* FindObjectByName(const CStr& name) const;
/**
* See CGUI::SendEventToAll; applies to the currently active page.
*/
void SendEventToAll(const CStr& eventName);
/**
* See CGUI::TickObjects; applies to @em all loaded pages.
*/
void TickObjects();
/**
* See CGUI::Draw; applies to @em all loaded pages.
*/
void Draw();
/**
* See CGUI::UpdateResolution; applies to @em all loaded pages.
*/
void UpdateResolution();
/**
* Calls the current page's script function getSavedGameData() and returns the result.
* The first overload also returns a pointer to the ScriptInterface the returned CScriptVal belongs to.
*/
CScriptVal GetSavedGameData(ScriptInterface*& pPageScriptInterface);
std::string GetSavedGameData();
void RestoreSavedGameData(std::string jsonData);
private:
struct SGUIPage
{
CStrW name;
boost::unordered_set<VfsPath> inputs; // for hotloading
JSContext* cx;
shared_ptr<ScriptInterface::StructuredClone> initData; // data to be passed to the init() function
CStrW callbackPageName;
shared_ptr<CGUI> gui; // the actual GUI page
};
void LoadPage(SGUIPage& page);
shared_ptr<CGUI> top() const;
shared_ptr<CGUI> m_CurrentGUI; // used to latch state during TickObjects/LoadPage (this is kind of ugly)
shared_ptr<ScriptRuntime> m_ScriptRuntime;
shared_ptr<ScriptInterface> m_ScriptInterface;
typedef std::vector<SGUIPage> PageStackType;
PageStackType m_PageStack;
};
extern CGUIManager* g_GUI;
extern InReaction gui_handler(const SDL_Event_* ev);
#endif // INCLUDED_GUIMANAGER