Index: ps/trunk/source/gui/GUIManager.h =================================================================== --- ps/trunk/source/gui/GUIManager.h (revision 22519) +++ ps/trunk/source/gui/GUIManager.h (revision 22520) @@ -1,178 +1,174 @@ /* Copyright (C) 2019 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 #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 GetScriptInterface() { return m_ScriptInterface; } shared_ptr GetRuntime() { return m_ScriptRuntime; } shared_ptr 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 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 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::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(); /** * 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 inputs; // for hotloading - - JSContext* cx; shared_ptr initData; // data to be passed to the init() function - CStrW callbackPageName; - shared_ptr gui; // the actual GUI page }; void LoadPage(SGUIPage& page); shared_ptr top() const; shared_ptr m_ScriptRuntime; shared_ptr m_ScriptInterface; typedef std::vector PageStackType; PageStackType m_PageStack; CTemplateLoader m_TemplateLoader; }; extern CGUIManager* g_GUI; extern InReaction gui_handler(const SDL_Event_* ev); #endif // INCLUDED_GUIMANAGER