Line data Source code
1 : /* Copyright (C) 2022 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_GUIMANAGER
19 : #define INCLUDED_GUIMANAGER
20 :
21 : #include "lib/file/vfs/vfs_path.h"
22 : #include "lib/input.h"
23 : #include "ps/CStr.h"
24 : #include "ps/TemplateLoader.h"
25 : #include "scriptinterface/StructuredClone.h"
26 :
27 : #include <deque>
28 : #include <string>
29 : #include <unordered_set>
30 :
31 : class CCanvas2D;
32 : class CGUI;
33 :
34 : /**
35 : * External interface to the GUI system.
36 : *
37 : * The GUI consists of a set of pages. Each page is constructed from a
38 : * series of XML files, and is independent from any other page.
39 : * Only one page is active at a time. All events and render requests etc
40 : * will go to the active page. This lets the GUI switch between pre-game menu
41 : * and in-game UI.
42 : */
43 : class CGUIManager
44 : {
45 : NONCOPYABLE(CGUIManager);
46 : public:
47 : CGUIManager();
48 : ~CGUIManager();
49 :
50 3 : std::shared_ptr<ScriptInterface> GetScriptInterface()
51 : {
52 3 : return m_ScriptInterface;
53 : }
54 : std::shared_ptr<ScriptContext> GetContext() { return m_ScriptContext; }
55 3 : std::shared_ptr<CGUI> GetActiveGUI() { return top(); }
56 :
57 : /**
58 : * Returns the number of currently open GUI pages.
59 : */
60 : size_t GetPageCount() const;
61 :
62 : /**
63 : * Load a new GUI page and make it active. All current pages will be destroyed.
64 : */
65 : void SwitchPage(const CStrW& name, const ScriptInterface* srcScriptInterface, JS::HandleValue initData);
66 :
67 : /**
68 : * Load a new GUI page and make it active. All current pages will be retained,
69 : * and will still be drawn and receive tick events, but will not receive
70 : * user inputs.
71 : * If given, the callbackHandler function will be executed once this page is closed.
72 : */
73 : void PushPage(const CStrW& pageName, Script::StructuredClone initData, JS::HandleValue callbackFunc);
74 :
75 : /**
76 : * Unload the currently active GUI page, and make the previous page active.
77 : * (There must be at least two pages when you call this.)
78 : */
79 : void PopPage(Script::StructuredClone args);
80 :
81 : /**
82 : * Called when a file has been modified, to hotload changes.
83 : */
84 : Status ReloadChangedFile(const VfsPath& path);
85 :
86 : /**
87 : * Called when we should reload all pages (e.g. translation hotloading update).
88 : */
89 : Status ReloadAllPages();
90 :
91 : /**
92 : * Pass input events to the currently active GUI page.
93 : */
94 : InReaction HandleEvent(const SDL_Event_* ev);
95 :
96 : /**
97 : * See CGUI::SendEventToAll; applies to the currently active page.
98 : */
99 : void SendEventToAll(const CStr& eventName) const;
100 : void SendEventToAll(const CStr& eventName, JS::HandleValueArray paramData) const;
101 :
102 : /**
103 : * See CGUI::TickObjects; applies to @em all loaded pages.
104 : */
105 : void TickObjects();
106 :
107 : /**
108 : * See CGUI::Draw; applies to @em all loaded pages.
109 : */
110 : void Draw(CCanvas2D& canvas) const;
111 :
112 : /**
113 : * See CGUI::UpdateResolution; applies to @em all loaded pages.
114 : */
115 : void UpdateResolution();
116 :
117 : /**
118 : * Check if a template with this name exists
119 : */
120 : bool TemplateExists(const std::string& templateName) const;
121 :
122 : /**
123 : * Retrieve the requested template, used for displaying faction specificities.
124 : */
125 : const CParamNode& GetTemplate(const std::string& templateName);
126 :
127 : /**
128 : * Display progress / description in loading screen.
129 : */
130 : void DisplayLoadProgress(int percent, const wchar_t* pending_task);
131 :
132 : private:
133 10 : struct SGUIPage
134 : {
135 : // COPYABLE, because event handlers may invalidate page stack iterators by open or close pages,
136 : // and event handlers need to be called for the entire stack.
137 :
138 : /**
139 : * Initializes the data that will be used to create the CGUI page one or multiple times (hotloading).
140 : */
141 : SGUIPage(const CStrW& pageName, const Script::StructuredClone initData);
142 :
143 : /**
144 : * Create the CGUI with it's own ScriptInterface. Deletes the previous CGUI if it existed.
145 : */
146 : void LoadPage(std::shared_ptr<ScriptContext> scriptContext);
147 :
148 : /**
149 : * Sets the callback handler when a new page is opened that will be performed when the page is closed.
150 : */
151 : void SetCallbackFunction(ScriptInterface& scriptInterface, JS::HandleValue callbackFunc);
152 :
153 : /**
154 : * Execute the stored callback function with the given arguments.
155 : */
156 : void PerformCallbackFunction(Script::StructuredClone args);
157 :
158 : CStrW m_Name;
159 : std::unordered_set<VfsPath> inputs; // for hotloading
160 : Script::StructuredClone initData; // data to be passed to the init() function
161 : std::shared_ptr<CGUI> gui; // the actual GUI page
162 :
163 : /**
164 : * Function executed by this parent GUI page when the child GUI page it pushed is popped.
165 : * Notice that storing it in the SGUIPage instead of CGUI means that it will survive the hotloading CGUI reset.
166 : */
167 : std::shared_ptr<JS::PersistentRootedValue> callbackFunction;
168 : };
169 :
170 : std::shared_ptr<CGUI> top() const;
171 :
172 : std::shared_ptr<ScriptContext> m_ScriptContext;
173 : std::shared_ptr<ScriptInterface> m_ScriptInterface;
174 :
175 : /**
176 : * The page stack must not move pointers on push/pop, or pushing a page in a page's init method
177 : * may crash (as the pusher page will suddenly have moved, and the stack will be confused).
178 : * Therefore use std::deque over std::vector.
179 : */
180 : using PageStackType = std::deque<SGUIPage>;
181 : PageStackType m_PageStack;
182 :
183 : CTemplateLoader m_TemplateLoader;
184 : };
185 :
186 : extern CGUIManager* g_GUI;
187 :
188 : extern InReaction gui_handler(const SDL_Event_* ev);
189 :
190 : #endif // INCLUDED_GUIMANAGER
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