Major feature: Unified config/data/runtime tree system
**New System Architecture:**
- Unified data tree for config, persistent data, and runtime state
- Three separate roots: config/ (read-only + hot-reload), data/ (read-write + save), runtime/ (temporary)
- Support for modding, saves, and hot-reload in single system
**Interfaces:**
- IDataValue: Abstract data value interface (type-safe access)
- IDataNode: Tree node with navigation, search, and modification
- IDataTree: Root container with config/data/runtime management
**Concrete Implementations:**
- JsonDataValue: nlohmann::json backed value
- JsonDataNode: Full tree navigation with pattern matching & queries
- JsonDataTree: File-based JSON storage with hot-reload
**Features:**
- Pattern matching search (wildcards support)
- Property-based queries with predicates
- SHA256 hashing for validation/sync
- Hot-reload for config/ directory
- Save operations for data/ persistence
- Read-only enforcement for config/
**API Changes:**
- All namespaces changed from 'warfactory' to 'grove'
- IDataTree: Added getConfigRoot(), getDataRoot(), getRuntimeRoot()
- IDataTree: Added saveData(), saveNode() for persistence
- IDataNode: Added setChild(), removeChild(), clearChildren()
- CMakeLists.txt: Added OpenSSL dependency for hashing
**Usage:**
```cpp
auto tree = DataTreeFactory::create("json", "./gamedata");
auto config = tree->getConfigRoot(); // Read-only game config
auto data = tree->getDataRoot(); // Player saves
auto runtime = tree->getRuntimeRoot(); // Temporary state
// Hot-reload config on file changes
if (tree->reloadIfChanged()) { /* refresh modules */ }
// Save player progress
data->setChild("progress", progressNode);
tree->saveData();
```
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
129 lines
4.1 KiB
C++
129 lines
4.1 KiB
C++
#pragma once
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#include <nlohmann/json.hpp>
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#include <string>
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#include <functional>
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namespace grove {
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using json = nlohmann::json;
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/**
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* @brief Pure Generic UI Interface - Zero assumptions about content
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*
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* Completely data-agnostic. Implementation decides how to handle each data type.
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*/
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class IUI {
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public:
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virtual ~IUI() = default;
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// ========================================
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// LIFECYCLE
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// ========================================
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/**
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* @brief Initialize UI system
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* @param config Generic config, implementation interprets
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*/
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virtual void initialize(const json& config) = 0;
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/**
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* @brief Update/render one frame
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* @return true to continue, false to quit
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*/
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virtual bool update() = 0;
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/**
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* @brief Clean shutdown
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*/
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virtual void shutdown() = 0;
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// ========================================
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// GENERIC DATA FLOW
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// ========================================
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/**
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* @brief Display any data of any type with layout/windowing info
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* @param dataType "economy", "map", "inventory", "status", whatever
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* @param data JSON with content + layout:
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* {
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* "content": {...}, // Actual data to display
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* "window": { // Window/layout configuration
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* "id": "economy_main", // Unique window ID
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* "title": "Economy Dashboard",
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* "parent": "main_dock", // Parent window/dock ID (optional)
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* "dock": "left", // Dock position: "left", "right", "top", "bottom", "center", "tab"
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* "size": {"width": 400, "height": 300},
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* "position": {"x": 100, "y": 50},
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* "floating": false, // true = floating window, false = docked
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* "resizable": true,
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* "closeable": true
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* }
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* }
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*/
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virtual void showData(const std::string& dataType, const json& data) = 0;
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/**
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* @brief Handle any user request of any type
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* @param requestType "get_prices", "move_unit", "save_game", whatever
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* @param callback Function to call when request happens
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*/
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virtual void onRequest(const std::string& requestType, std::function<void(const json&)> callback) = 0;
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/**
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* @brief Show any event/message
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* @param level "info", "error", "debug", whatever
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* @param message Human readable text
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*/
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virtual void showEvent(const std::string& level, const std::string& message) = 0;
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// ========================================
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// WINDOW MANAGEMENT
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// ========================================
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/**
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* @brief Create or configure a dock/container window
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* @param dockId Unique dock identifier
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* @param config Dock configuration:
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* {
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* "type": "dock", // "dock", "tabbed", "split"
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* "orientation": "horizontal", // "horizontal", "vertical" (for splits)
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* "parent": "main_window", // Parent dock (for nested docks)
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* "position": "left", // Initial position
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* "size": {"width": 300}, // Initial size
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* "collapsible": true, // Can be collapsed
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* "tabs": true // Enable tabbed interface
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* }
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*/
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virtual void createDock(const std::string& dockId, const json& config) = 0;
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/**
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* @brief Close/remove window or dock
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* @param windowId Window or dock ID to close
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*/
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virtual void closeWindow(const std::string& windowId) = 0;
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/**
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* @brief Focus/bring to front a specific window
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* @param windowId Window ID to focus
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*/
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virtual void focusWindow(const std::string& windowId) = 0;
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// ========================================
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// GENERIC STATE
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// ========================================
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/**
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* @brief Get current UI state
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* @return JSON state, implementation defines structure
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*/
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virtual json getState() const = 0;
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/**
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* @brief Restore UI state
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* @param state JSON state from previous getState()
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*/
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virtual void setState(const json& state) = 0;
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};
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} // namespace grove
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