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UserInterfaceModule.h
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UserInterfaceModule.h
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#pragma once
#include <sigc++/connection.h>
#include <wx/event.h>
#include "imodule.h"
#include "iorthocontextmenu.h"
#include "icommandsystem.h"
#include "LongRunningOperationHandler.h"
#include "FileSelectionRequestHandler.h"
#include "FileOverwriteConfirmationHandler.h"
#include "AutoSaveRequestHandler.h"
#include "MapFileProgressHandler.h"
#include "ManipulatorToggle.h"
#include "SelectionModeToggle.h"
#include "statusbar/ShaderClipboardStatus.h"
#include "statusbar/EditingStopwatchStatus.h"
#include "statusbar/MapStatistics.h"
#include "messages/CommandExecutionFailed.h"
#include "messages/TextureChanged.h"
#include "messages/NotificationMessage.h"
#include "ui/mru/MRUMenu.h"
#include "DispatchEvent.h"
namespace ui
{
/**
* Module responsible of registering and intialising the various
* UI classes in DarkRadiant, e.g. the LayerSystem.
*
* Currently many UI classes are spread and initialised all across
* the main binary, so there's still work left to do.
*/
class UserInterfaceModule :
public wxEvtHandler,
public RegisterableModule
{
private:
std::unique_ptr<LongRunningOperationHandler> _longOperationHandler;
std::unique_ptr<MapFileProgressHandler> _mapFileProgressHandler;
std::unique_ptr<AutoSaveRequestHandler> _autoSaveRequestHandler;
std::unique_ptr<FileSelectionRequestHandler> _fileSelectionRequestHandler;
std::unique_ptr<FileOverwriteConfirmationHandler> _fileOverwriteConfirmationHandler;
std::unique_ptr<statusbar::ShaderClipboardStatus> _shaderClipboardStatus;
std::unique_ptr<statusbar::EditingStopwatchStatus> _editStopwatchStatus;
std::unique_ptr<statusbar::MapStatistics> _mapStatisticsStatus;
std::unique_ptr<ManipulatorToggle> _manipulatorToggle;
std::unique_ptr<SelectionModeToggle> _selectionModeToggle;
sigc::connection _entitySettingsConn;
sigc::connection _coloursUpdatedConn;
std::size_t _execFailedListener;
std::size_t _textureChangedListener;
std::size_t _notificationListener;
std::unique_ptr<MRUMenu> _mruMenu;
public:
// RegisterableModule
const std::string & getName() const override;
const StringSet & getDependencies() const override;
void initialiseModule(const IApplicationContext& ctx) override;
void shutdownModule() override;
// Runs the specified action in the UI thread
// this happens when the application has a chance to, usually during event processing
// This method is safe to be called from any thread.
void dispatch(const std::function<void()>& action);
private:
void registerUICommands();
void initialiseEntitySettings();
void applyEntityVertexColours();
void applyBrushVertexColours();
void applyPatchVertexColours();
void refreshShadersCmd(const cmd::ArgumentList& args);
void handleCommandExecutionFailure(radiant::CommandExecutionFailedMessage& msg);
static void HandleTextureChanged(radiant::TextureChangedMessage& msg);
static void HandleNotificationMessage(radiant::NotificationMessage& msg);
void onDispatchEvent(DispatchEvent& evt);
};
// Binary-internal accessor to the UI module
UserInterfaceModule& GetUserInterfaceModule();
}