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forked from 0ad/0ad
0ad/source/gui/GUIManager.h
phosit f9114a87f2 Get a promise when starting a GUIpage
When calling `Engine.PushGuiPage` a promise is returned. The promise is
settled when the "child" page is closed. That allows to `await` it
inside `async` functions.
Previously the callback was run right inside the call to
`Engine.PopGuiPage`. Now the continuation of the promise is called at
the end of the "tick".

This won't help performance. It will more likely make things worse.
Since gui pages aren't opened or closed that frequently, it doesn't
matter that much.

Refs: 86c151ebaa

For the engine side:
The promise is stored in the `CGUIManager::SGUIPage` (like previously
the callback). When the promise is fulfilled it enqueues a callback in
the `JobQueue` of the `JSContext`.

Original patch by: @wraitii
Comments by: @wraitii, @Stan, @Polakrity, @lyv, @elexis, @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3807
This was SVN commit r28145.
2024-07-08 19:07:04 +00:00

206 lines
5.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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 <deque>
#include <string>
#include <unordered_set>
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<CGUI> 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<VfsPath> inputs; // for hotloading
Script::StructuredClone initData; // data to be passed to the init() function
std::shared_ptr<CGUI> 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<JS::PersistentRootedObject> callbackFunction;
};
std::shared_ptr<CGUI> 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<SGUIPage>
{
public:
~PageStackType()
{
clear();
}
void clear()
{
while (!std::deque<SGUIPage>::empty())
std::deque<SGUIPage>::pop_back();
}
};
PageStackType m_PageStack;
CTemplateLoader m_TemplateLoader;
};
extern CGUIManager* g_GUI;
extern InReaction gui_handler(const SDL_Event_* ev);
#endif // INCLUDED_GUIMANAGER