/* Copyright (C) 2025 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 "lib/file/vfs/vfs_path.h"
#include "lib/input.h"
#include "ps/containers/StaticVector.h"
#include "ps/CStr.h"
#include "ps/TemplateLoader.h"
#include "scriptinterface/StructuredClone.h"
#include
#include
#include
#include
class CCanvas2D;
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(ScriptContext& scriptContext, ScriptInterface& scriptInterface);
~CGUIManager();
ScriptInterface& GetScriptInterface()
{
return m_ScriptInterface;
}
ScriptContext& GetContext() { return m_ScriptContext; }
std::shared_ptr 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, const 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.
* The returned promise will be fulfilled once the pushed page is closed.
*/
JS::Value OpenChildPage(const CStrW& pageName, Script::StructuredClone initData);
/**
* 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.
* When the root page is closed it's returned wheter Atlas should be
* started.
*/
std::optional TickObjects();
/**
* See CGUI::Draw; applies to @em all loaded pages.
*/
void Draw(CCanvas2D& canvas) 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);
/**
* Display progress / description in loading screen.
*/
void DisplayLoadProgress(int percent, const wchar_t* pending_task);
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 Script::StructuredClone initData);
/**
* Create the CGUI with it's own ScriptInterface. Deletes the previous CGUI if it existed.
*/
void LoadPage(ScriptContext& scriptContext);
/**
* A new promise gets set. A reference to that promise is returned. The promise will settle when
* the page is closed.
*/
JS::Value ReplacePromise(ScriptInterface& scriptInterface);
struct CloseResult
{
Script::StructuredClone arg;
bool rejected;
};
/**
* If the page should be closed this function closes the page and
* returns the result of the @c init function.
* If this page wasn't closed an empty optional is returned.
*/
std::optional MaybeClose(const bool topmostPage);
/**
* This function should be called when a child page got closed. The
* result of the closed page should be the argument of this
* function. This function resolves the @c receivingPromise.
*/
void Refocus(const CloseResult& result);
std::wstring m_Name;
std::unordered_set inputs; // for hotloading
Script::StructuredClone initData; // data to be passed to the init() function
std::shared_ptr gui; // the actual GUI page
/**
* When this promise is settled this page wants to be closed. It
* settles with the page completion value.
*/
std::shared_ptr sendingPromise;
/**
* The parent page waits on this promise. It also gets the
* completion value through this promise.
*/
std::shared_ptr receivingPromise;
};
std::shared_ptr top() const;
ScriptContext& m_ScriptContext;
ScriptInterface& m_ScriptInterface;
/**
* The page stack must not move pointers on push/pop, or pushing a page in a page's init method
* may crash (as the pusher page will suddenly have moved, and the stack will be confused).
* Therefore use std::deque over std::vector.
* Also the elements have to be destructed back to front.
*/
class PageStackType : public std::deque
{
public:
~PageStackType()
{
clear();
}
void clear()
{
while (!std::deque::empty())
std::deque::pop_back();
}
};
PageStackType m_PageStack;
/**
* Returns an immutable copy so iterators aren't invalidated by handlers.
*/
PS::StaticVector GetCopyOfFrozenStack() const;
CTemplateLoader m_TemplateLoader;
};
extern CGUIManager* g_GUI;
extern InReaction gui_handler(const SDL_Event_* ev);
#endif // INCLUDED_GUIMANAGER