4jcraft/Minecraft.Client/Platform/Common/UI/UILayer.h
2026-03-30 02:17:54 -05:00

87 lines
2.8 KiB
C++

#pragma once
#include "UIEnums.h"
// using namespace std;
class UIScene;
class UIGroup;
// A layer include a collection of scenes and other components
class UILayer {
private:
std::vector<UIScene*>
m_sceneStack; // Operates as a stack mainly, but we may wish to iterate
// over all elements
std::vector<UIScene*>
m_components; // Other componenents in this scene that to do not
// conform the the user nav stack, and cannot take focus
std::vector<UIScene*> m_scenesToDelete; // A list of scenes to delete
std::vector<UIScene*>
m_scenesToDestroy; // A list of scenes where we want to dump the swf
std::unordered_map<EUIScene, std::pair<int, bool>> m_componentRefCount;
public:
bool m_hasFocus; // True if the layer "has focus", should be the only layer
// in the group
bool m_bMenuDisplayed;
bool m_bPauseMenuDisplayed;
bool m_bContainerMenuDisplayed;
bool m_bIgnoreAutosaveMenuDisplayed;
bool m_bIgnorePlayerJoinMenuDisplayed;
UIGroup* m_parentGroup;
public:
UILayer(UIGroup* parent);
void tick();
void render(S32 width, S32 height, C4JRender::eViewportType viewport);
void getRenderDimensions(S32& width, S32& height);
void DestroyAll();
void ReloadAll(bool force = false);
// NAVIGATION
bool NavigateToScene(int iPad, EUIScene scene, void* initData);
bool NavigateBack(int iPad, EUIScene eScene);
void removeScene(UIScene* scene);
void closeAllScenes();
UIScene* GetTopScene();
bool GetMenuDisplayed();
bool IsPauseMenuDisplayed() { return m_bPauseMenuDisplayed; }
bool IsSceneInStack(EUIScene scene);
bool HasFocus(int iPad);
bool hidesLowerScenes();
// A component is an element on a layer that displays BELOW other scenes in
// this layer, but does not engage in any navigation E.g. you can keep a
// component active while performing navigation with other scenes on this
// layer
void showComponent(int iPad, EUIScene scene, bool show);
bool isComponentVisible(EUIScene scene);
UIScene* addComponent(int iPad, EUIScene scene, void* initData = nullptr);
void removeComponent(EUIScene scene);
// INPUT
void handleInput(int iPad, int key, bool repeat, bool pressed,
bool released, bool& handled);
// FOCUS
bool updateFocusState(bool allowedFocus = false);
public:
bool IsFullscreenGroup();
C4JRender::eViewportType getViewport();
virtual void HandleDLCMountingComplete();
virtual void HandleDLCInstalled();
virtual void HandleMessage(EUIMessage message, void* data);
void handleUnlockFullVersion();
UIScene* FindScene(EUIScene sceneType);
void PrintTotalMemoryUsage(int64_t& totalStatic, int64_t& totalDynamic);
};