Files
0ad/source/gui/GUIManager.h
T
wraitii fd8f5abd2e [SM52 2/2] Update to Spidermonkey 52 APIs.
No particularly noteworthy changes, as most complex API changes were
already supported in SM45 and done.
The addition of JSStructuredCloneData allows to remove our custom class.

Changes:
- InformalValueTypeName is back in the API, so remove our
implementation.
- Stop using JSRuntime entirely in favour of JSContext*
- JSPropertyDescriptor is renamed.
- CompartmentOptions are tweaked slightly (no functional changes)
- JS::Construct - API update.
- JSClass split - API update.
- A js.msg error message was removed, so we had to use a different one.
- Tests fix: fix comparison of union instances
- Disable warning in spidermonkey Vector.h
- Update error reporting to SM52 (minor API updates)
- Ignore warnings about unused return values (would come from OOM, which
isn't recoverable)

Most of the patching was done by Itms.

Tested by: Stan, Freagarach
Fixes #4893

Differential Revision: https://code.wildfiregames.com/D3095
This was SVN commit r24203.
2020-11-18 14:39:04 +00:00

182 lines
5.3 KiB
C++

/* Copyright (C) 2020 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/ScriptInterface.h"
#include <set>
#include <string>
#include <unordered_set>
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();
~CGUIManager();
shared_ptr<ScriptInterface> GetScriptInterface()
{
return m_ScriptInterface;
}
shared_ptr<ScriptContext> GetContext() { return m_ScriptContext; }
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, 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.
* If given, the callbackHandler function will be executed once this page is closed.
*/
void PushPage(const CStrW& pageName, ScriptInterface::StructuredClone initData, JS::HandleValue callbackFunc);
/**
* 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(ScriptInterface::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() 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);
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 ScriptInterface::StructuredClone initData);
/**
* Create the CGUI with it's own ScriptInterface. Deletes the previous CGUI if it existed.
*/
void LoadPage(shared_ptr<ScriptContext> scriptContext);
/**
* Sets the callback handler when a new page is opened that will be performed when the page is closed.
*/
void SetCallbackFunction(ScriptInterface& scriptInterface, JS::HandleValue callbackFunc);
/**
* Execute the stored callback function with the given arguments.
*/
void PerformCallbackFunction(ScriptInterface::StructuredClone args);
CStrW name;
std::unordered_set<VfsPath> inputs; // for hotloading
ScriptInterface::StructuredClone initData; // data to be passed to the init() function
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.
*/
shared_ptr<JS::PersistentRootedValue> callbackFunction;
};
const static CStr EventNameWindowResized;
shared_ptr<CGUI> top() const;
shared_ptr<ScriptContext> m_ScriptContext;
shared_ptr<ScriptInterface> m_ScriptInterface;
using PageStackType = std::vector<SGUIPage>;
PageStackType m_PageStack;
CTemplateLoader m_TemplateLoader;
};
extern CGUIManager* g_GUI;
extern InReaction gui_handler(const SDL_Event_* ev);
#endif // INCLUDED_GUIMANAGER