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forked from 0ad/0ad
0ad/source/gui/GUIManager.h
elexis e76b7d1e02 Remove obsolete DisplayMessageBox function from 00e18e4ea8, unused since 835609df20.
C++ should not hardcode JS implementation details or strings.
SendEventToAll or CallFunctionVoid are more common and versatile
alternatives.

This was SVN commit r21935.
2018-11-29 12:33:45 +00:00

184 lines
4.8 KiB
C++

/* Copyright (C) 2018 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 <set>
#include "lib/input.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/TemplateLoader.h"
#include "scriptinterface/ScriptVal.h"
#include "scriptinterface/ScriptInterface.h"
class CGUI;
class 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, 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.
*/
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);
/**
* Called when a file has been modified, to hotload changes.
*/
Status ReloadChangedFile(const VfsPath& path);
/**
* Sets the default mouse pointer.
*/
void ResetCursor();
/**
* 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::GetPreDefinedColor; applies to the currently active page.
*/
bool GetPreDefinedColor(const CStr& name, CColor& output) 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) const;
/**
* 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.
*/
std::string GetSavedGameData();
void RestoreSavedGameData(const std::string& jsonData);
/**
* 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);
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;
CTemplateLoader m_TemplateLoader;
};
extern CGUIManager* g_GUI;
extern InReaction gui_handler(const SDL_Event_* ev);
#endif // INCLUDED_GUIMANAGER