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Stillkill committed 2026-03-08 15:26:08 -05:00
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#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:
vector<UIScene *> m_sceneStack; // Operates as a stack mainly, but we may wish to iterate over all elements
vector<UIScene *> m_components; // Other componenents in this scene that to do not conform the the user nav stack, and cannot take focus
vector<UIScene *> m_scenesToDelete; // A list of scenes to delete
vector<UIScene *> m_scenesToDestroy; // A list of scenes where we want to dump the swf
unordered_map<EUIScene,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 = NULL);
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();
void handleUnlockFullVersion();
UIScene *FindScene(EUIScene sceneType);
void PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic);
};