/* Copyright (C) 2024 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/file/vfs/vfs_path.h" #include "lib/input.h" #include "ps/CStr.h" #include "ps/TemplateLoader.h" #include "scriptinterface/StructuredClone.h" #include #include #include class CCanvas2D; class CGUI; /** * 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(ScriptContext& scriptContext, ScriptInterface& scriptInterface); ~CGUIManager(); ScriptInterface& GetScriptInterface() { return m_ScriptInterface; } ScriptContext& GetContext() { return m_ScriptContext; } std::shared_ptr GetActiveGUI() { return top(); } /** * Returns the number of currently open GUI pages. */ size_t GetPageCount() const; /** * Load a new GUI page and make it active. All current pages will be destroyed. */ void SwitchPage(const CStrW& name, const ScriptInterface* srcScriptInterface, JS::HandleValue 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. * The returned promise will be fulfilled once the pushed page is closed. */ JS::Value PushPage(const CStrW& pageName, Script::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(Script::StructuredClone args); /** * Called when a file has been modified, to hotload changes. */ Status ReloadChangedFile(const VfsPath& path); /** * Called when we should reload all pages (e.g. translation hotloading update). */ Status ReloadAllPages(); /** * Pass input events to the currently active GUI page. */ InReaction HandleEvent(const SDL_Event_* ev); /** * See CGUI::SendEventToAll; applies to the currently active page. */ void SendEventToAll(const CStr& eventName) const; void SendEventToAll(const CStr& eventName, JS::HandleValueArray paramData) const; /** * See CGUI::TickObjects; applies to @em all loaded pages. */ void TickObjects(); /** * See CGUI::Draw; applies to @em all loaded pages. */ void Draw(CCanvas2D& canvas) const; /** * See CGUI::UpdateResolution; applies to @em all loaded pages. */ void UpdateResolution(); /** * Check if a template with this name exists */ bool TemplateExists(const std::string& templateName) const; /** * Retrieve the requested template, used for displaying faction specificities. */ const CParamNode& GetTemplate(const std::string& templateName); /** * Display progress / description in loading screen. */ void DisplayLoadProgress(int percent, const wchar_t* pending_task); private: struct SGUIPage { // COPYABLE, because event handlers may invalidate page stack iterators by open or close pages, // and event handlers need to be called for the entire stack. /** * Initializes the data that will be used to create the CGUI page one or multiple times (hotloading). */ SGUIPage(const CStrW& pageName, const Script::StructuredClone initData); /** * Create the CGUI with it's own ScriptInterface. Deletes the previous CGUI if it existed. */ void LoadPage(ScriptContext& scriptContext); /** * A new promise gets set. A reference to that promise is returned. The promise will settle when * the page is closed. */ JS::Value ReplacePromise(ScriptInterface& scriptInterface); /** * Execute the stored callback function with the given arguments. */ void ResolvePromise(Script::StructuredClone args); std::wstring m_Name; std::unordered_set inputs; // for hotloading Script::StructuredClone initData; // data to be passed to the init() function std::shared_ptr gui; // the actual GUI page /** * Function executed by this parent GUI page when the child GUI page it pushed is popped. * Notice that storing it in the SGUIPage instead of CGUI means that it will survive the hotloading CGUI reset. */ std::shared_ptr callbackFunction; }; std::shared_ptr top() const; ScriptContext& m_ScriptContext; ScriptInterface& m_ScriptInterface; /** * The page stack must not move pointers on push/pop, or pushing a page in a page's init method * may crash (as the pusher page will suddenly have moved, and the stack will be confused). * Therefore use std::deque over std::vector. * Also the elements have to be destructed back to front. */ class PageStackType : public std::deque { public: ~PageStackType() { clear(); } void clear() { while (!std::deque::empty()) std::deque::pop_back(); } }; PageStackType m_PageStack; CTemplateLoader m_TemplateLoader; }; extern CGUIManager* g_GUI; extern InReaction gui_handler(const SDL_Event_* ev); #endif // INCLUDED_GUIMANAGER