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forked from 0ad/0ad
0ad/source/gui/GUIManager.cpp
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

422 lines
12 KiB
C++

/* Copyright (C) 2014 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "GUIManager.h"
#include "CGUI.h"
#include "lib/timer.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "ps/XML/Xeromyces.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRuntime.h"
CGUIManager* g_GUI = NULL;
// General TODOs:
//
// A lot of the CGUI data could (and should) be shared between
// multiple pages, instead of treating them as completely independent, to save
// memory and loading time.
// called from main loop when (input) events are received.
// event is passed to other handlers if false is returned.
// trampoline: we don't want to make the HandleEvent implementation static
InReaction gui_handler(const SDL_Event_* ev)
{
PROFILE("GUI event handler");
return g_GUI->HandleEvent(ev);
}
static Status ReloadChangedFileCB(void* param, const VfsPath& path)
{
return static_cast<CGUIManager*>(param)->ReloadChangedFile(path);
}
CGUIManager::CGUIManager()
{
m_ScriptRuntime = g_ScriptRuntime;
m_ScriptInterface.reset(new ScriptInterface("Engine", "GUIManager", m_ScriptRuntime));
m_ScriptInterface->SetCallbackData(this);
m_ScriptInterface->LoadGlobalScripts();
RegisterFileReloadFunc(ReloadChangedFileCB, this);
}
CGUIManager::~CGUIManager()
{
UnregisterFileReloadFunc(ReloadChangedFileCB, this);
}
bool CGUIManager::HasPages()
{
return !m_PageStack.empty();
}
void CGUIManager::SwitchPage(const CStrW& pageName, ScriptInterface* srcScriptInterface, JS::HandleValue initData)
{
// The page stack is cleared (including the script context where initData came from),
// therefore we have to clone initData.
shared_ptr<ScriptInterface::StructuredClone> initDataClone;
if (!initData.isUndefined())
{
initDataClone = srcScriptInterface->WriteStructuredClone(initData);
}
m_PageStack.clear();
PushPage(pageName, initDataClone);
}
void CGUIManager::PushPage(const CStrW& pageName, shared_ptr<ScriptInterface::StructuredClone> initData)
{
m_PageStack.push_back(SGUIPage());
m_PageStack.back().name = pageName;
m_PageStack.back().initData = initData;
LoadPage(m_PageStack.back());
}
void CGUIManager::PopPage()
{
if (m_PageStack.size() < 2)
{
debug_warn(L"Tried to pop GUI page when there's < 2 in the stack");
return;
}
m_PageStack.pop_back();
}
void CGUIManager::PopPageCB(shared_ptr<ScriptInterface::StructuredClone> args)
{
shared_ptr<ScriptInterface::StructuredClone> initDataClone = m_PageStack.back().initData;
PopPage();
shared_ptr<ScriptInterface> scriptInterface = m_PageStack.back().gui->GetScriptInterface();
JSContext* cx = scriptInterface->GetContext();
JS::RootedValue initDataVal(cx);
if (initDataClone)
scriptInterface->ReadStructuredClone(initDataClone, &initDataVal);
else
{
LOGERROR("Called PopPageCB when initData (which should contain the callback function name) isn't set!");
return;
}
if (!scriptInterface->HasProperty(initDataVal, "callback"))
{
LOGERROR("Called PopPageCB when the callback function name isn't set!");
return;
}
std::string callback;
if (!scriptInterface->GetProperty(initDataVal, "callback", callback))
{
LOGERROR("Failed to get the callback property as a string from initData in PopPageCB!");
return;
}
JS::RootedValue global(cx, scriptInterface->GetGlobalObject());
if (!scriptInterface->HasProperty(global, callback.c_str()))
{
LOGERROR("The specified callback function %s does not exist in the page %s", callback, utf8_from_wstring(m_PageStack.back().name));
return;
}
JS::RootedValue argVal(cx);
if (args)
scriptInterface->ReadStructuredClone(args, &argVal);
if (!scriptInterface->CallFunctionVoid(global, callback.c_str(), argVal))
{
LOGERROR("Failed to call the callback function %s in the page %s", callback, utf8_from_wstring(m_PageStack.back().name));
return;
}
}
void CGUIManager::DisplayMessageBox(int width, int height, const CStrW& title, const CStrW& message)
{
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
// Set up scripted init data for the standard message box window
JS::RootedValue data(cx);
m_ScriptInterface->Eval("({})", &data);
m_ScriptInterface->SetProperty(data, "width", width, false);
m_ScriptInterface->SetProperty(data, "height", height, false);
m_ScriptInterface->SetProperty(data, "mode", 2, false);
m_ScriptInterface->SetProperty(data, "title", std::wstring(title), false);
m_ScriptInterface->SetProperty(data, "message", std::wstring(message), false);
// Display the message box
PushPage(L"page_msgbox.xml", m_ScriptInterface->WriteStructuredClone(data));
}
void CGUIManager::LoadPage(SGUIPage& page)
{
// If we're hotloading then try to grab some data from the previous page
shared_ptr<ScriptInterface::StructuredClone> hotloadData;
if (page.gui)
{
shared_ptr<ScriptInterface> scriptInterface = page.gui->GetScriptInterface();
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, scriptInterface->GetGlobalObject());
JS::RootedValue hotloadDataVal(cx);
scriptInterface->CallFunction(global, "getHotloadData", &hotloadDataVal);
hotloadData = scriptInterface->WriteStructuredClone(hotloadDataVal);
}
page.inputs.clear();
page.gui.reset(new CGUI(m_ScriptRuntime));
page.gui->Initialize();
VfsPath path = VfsPath("gui") / page.name;
page.inputs.insert(path);
CXeromyces xero;
if (xero.Load(g_VFS, path) != PSRETURN_OK)
// Fail silently (Xeromyces reported the error)
return;
int elmt_page = xero.GetElementID("page");
int elmt_include = xero.GetElementID("include");
XMBElement root = xero.GetRoot();
if (root.GetNodeName() != elmt_page)
{
LOGERROR("GUI page '%s' must have root element <page>", utf8_from_wstring(page.name));
return;
}
XERO_ITER_EL(root, node)
{
if (node.GetNodeName() != elmt_include)
{
LOGERROR("GUI page '%s' must only have <include> elements inside <page>", utf8_from_wstring(page.name));
continue;
}
CStrW name (node.GetText().FromUTF8());
PROFILE2("load gui xml");
PROFILE2_ATTR("name: %ls", name.c_str());
TIMER(name.c_str());
VfsPath path = VfsPath("gui") / name;
page.gui->LoadXmlFile(path, page.inputs);
}
// Remember this GUI page, in case the scripts call FindObjectByName
shared_ptr<CGUI> oldGUI = m_CurrentGUI;
m_CurrentGUI = page.gui;
page.gui->SendEventToAll("load");
shared_ptr<ScriptInterface> scriptInterface = page.gui->GetScriptInterface();
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue initDataVal(cx);
JS::RootedValue hotloadDataVal(cx);
JS::RootedValue global(cx, scriptInterface->GetGlobalObject());
if (page.initData)
scriptInterface->ReadStructuredClone(page.initData, &initDataVal);
if (hotloadData)
scriptInterface->ReadStructuredClone(hotloadData, &hotloadDataVal);
// Call the init() function
if (!scriptInterface->CallFunctionVoid(
global,
"init",
initDataVal,
hotloadDataVal)
)
{
LOGERROR("GUI page '%s': Failed to call init() function", utf8_from_wstring(page.name));
}
m_CurrentGUI = oldGUI;
}
Status CGUIManager::ReloadChangedFile(const VfsPath& path)
{
for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
{
if (it->inputs.count(path))
{
LOGMESSAGE("GUI file '%s' changed - reloading page '%s'", path.string8(), utf8_from_wstring(it->name));
LoadPage(*it);
// TODO: this can crash if LoadPage runs an init script which modifies the page stack and breaks our iterators
}
}
return INFO::OK;
}
Status CGUIManager::ReloadAllPages()
{
// TODO: this can crash if LoadPage runs an init script which modifies the page stack and breaks our iterators
for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
LoadPage(*it);
return INFO::OK;
}
std::string CGUIManager::GetSavedGameData()
{
shared_ptr<ScriptInterface> scriptInterface = top()->GetScriptInterface();
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue data(cx);
JS::RootedValue global(cx, top()->GetGlobalObject());
scriptInterface->CallFunction(global, "getSavedGameData", &data);
return scriptInterface->StringifyJSON(&data, false);
}
void CGUIManager::RestoreSavedGameData(std::string jsonData)
{
shared_ptr<ScriptInterface> scriptInterface = top()->GetScriptInterface();
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, top()->GetGlobalObject());
JS::RootedValue dataVal(cx);
scriptInterface->ParseJSON(jsonData, &dataVal);
scriptInterface->CallFunctionVoid(global, "restoreSavedGameData", dataVal);
}
InReaction CGUIManager::HandleEvent(const SDL_Event_* ev)
{
// We want scripts to have access to the raw input events, so they can do complex
// processing when necessary (e.g. for unit selection and camera movement).
// Sometimes they'll want to be layered behind the GUI widgets (e.g. to detect mousedowns on the
// visible game area), sometimes they'll want to intercepts events before the GUI (e.g.
// to capture all mouse events until a mouseup after dragging).
// So we call two separate handler functions:
bool handled;
{
PROFILE("handleInputBeforeGui");
JSContext* cx = top()->GetScriptInterface()->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, top()->GetGlobalObject());
if (top()->GetScriptInterface()->CallFunction(global, "handleInputBeforeGui", *ev, top()->FindObjectUnderMouse(), handled))
if (handled)
return IN_HANDLED;
}
{
PROFILE("handle event in native GUI");
InReaction r = top()->HandleEvent(ev);
if (r != IN_PASS)
return r;
}
{
// We can't take the following lines out of this scope because top() may be another gui page than it was when calling handleInputBeforeGui!
JSContext* cx = top()->GetScriptInterface()->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue global(cx, top()->GetGlobalObject());
PROFILE("handleInputAfterGui");
if (top()->GetScriptInterface()->CallFunction(global, "handleInputAfterGui", *ev, handled))
if (handled)
return IN_HANDLED;
}
return IN_PASS;
}
bool CGUIManager::GetPreDefinedColor(const CStr& name, CColor& output)
{
return top()->GetPreDefinedColor(name, output);
}
IGUIObject* CGUIManager::FindObjectByName(const CStr& name) const
{
// This can be called from scripts run by TickObjects,
// and we want to return it the same GUI page as is being ticked
if (m_CurrentGUI)
return m_CurrentGUI->FindObjectByName(name);
else
return top()->FindObjectByName(name);
}
void CGUIManager::SendEventToAll(const CStr& eventName)
{
top()->SendEventToAll(eventName);
}
void CGUIManager::TickObjects()
{
PROFILE3("gui tick");
// We share the script runtime with everything else that runs in the same thread.
// This call makes sure we trigger GC regularly even if the simulation is not running.
m_ScriptInterface->GetRuntime()->MaybeIncrementalGC(1.0f);
// Save an immutable copy so iterators aren't invalidated by tick handlers
PageStackType pageStack = m_PageStack;
for (PageStackType::iterator it = pageStack.begin(); it != pageStack.end(); ++it)
{
m_CurrentGUI = it->gui;
it->gui->TickObjects();
}
m_CurrentGUI.reset();
}
void CGUIManager::Draw()
{
PROFILE3_GPU("gui");
for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
it->gui->Draw();
}
void CGUIManager::UpdateResolution()
{
for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
it->gui->UpdateResolution();
}
const CParamNode& CGUIManager::GetTemplate(const std::string& templateName)
{
const CParamNode& templateRoot = m_TemplateLoader.GetTemplateFileData(templateName).GetChild("Entity");
if (!templateRoot.IsOk())
LOGERROR("Invalid template found for '%s'", templateName.c_str());
return templateRoot;
}
// This returns a shared_ptr to make sure the CGUI doesn't get deallocated
// while we're in the middle of calling a function on it (e.g. if a GUI script
// calls SwitchPage)
shared_ptr<CGUI> CGUIManager::top() const
{
ENSURE(m_PageStack.size());
return m_PageStack.back().gui;
}