/* 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 . */ #ifndef INCLUDED_GUIMANAGER #define INCLUDED_GUIMANAGER #include "lib/input.h" #include "lib/file/vfs/vfs_path.h" #include "ps/CStr.h" #include "scriptinterface/ScriptVal.h" #include 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(ScriptInterface& scriptInterface); ~CGUIManager(); ScriptInterface& GetScriptInterface() { return m_ScriptInterface; } /** * 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, 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& name, CScriptVal 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(); /** * Display a modal message box with an "OK" button. */ void DisplayMessageBox(int width, int height, const CStrW& title, const CStrW& message); // Hotload pages when their .xml files have changed LibError ReloadChangedFiles(const VfsPath& path); // Handle input events InReaction HandleEvent(const SDL_Event_* ev); // These functions are all equivalent to the CGUI functions of the same // name, applied to the currently active GUI page: bool GetPreDefinedColor(const CStr& name, CColor& output); bool IconExists(const CStr& str) const; SGUIIcon GetIcon(const CStr& str) const; IGUIObject* FindObjectByName(const CStr& name) const; void SendEventToAll(const CStr& eventName); void TickObjects(); void Draw(); void UpdateResolution(); JSObject* GetScriptObject(); private: struct SGUIPage { SGUIPage(); SGUIPage(const SGUIPage&); ~SGUIPage(); CStrW name; std::set inputs; // for hotloading JSContext* cx; CScriptVal initData; // data to be passed to the init() function shared_ptr gui; // the actual GUI page }; void LoadPage(SGUIPage& page); shared_ptr top() const; typedef std::vector PageStackType; PageStackType m_PageStack; ScriptInterface& m_ScriptInterface; }; extern CGUIManager* g_GUI; extern InReaction gui_handler(const SDL_Event_* ev); #endif // INCLUDED_GUIMANAGER