/* 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 #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); /** * 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::GetScriptObject; applies to the currently active page. */ JSObject* GetScriptObject(); /** * 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(); private: struct SGUIPage { CStrW name; boost::unordered_set inputs; // for hotloading JSContext* cx; CScriptValRooted 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; shared_ptr m_CurrentGUI; // used to latch state during TickObjects/LoadPage (this is kind of ugly) ScriptInterface& m_ScriptInterface; }; extern CGUIManager* g_GUI; extern InReaction gui_handler(const SDL_Event_* ev); #endif // INCLUDED_GUIMANAGER