Ykkrosh
1c7e33b528
Handle most CStr8/CStrW conversions via UTF-8 instead of effectively assuming Latin-1. Return UTF-8 strings from Xeromyces API. This was SVN commit r8929.
286 lines
7.8 KiB
C++
286 lines
7.8 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "GUIManager.h"
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#include "CGUI.h"
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#include "lib/timer.h"
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#include "ps/Filesystem.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "ps/XML/Xeromyces.h"
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#include "scripting/ScriptingHost.h"
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#include "scriptinterface/ScriptInterface.h"
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CGUIManager* g_GUI = NULL;
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// General TODOs:
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//
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// A lot of the CGUI data could (and should) be shared between
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// multiple pages, instead of treating them as completely independent, to save
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// memory and loading time.
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// called from main loop when (input) events are received.
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// event is passed to other handlers if false is returned.
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// trampoline: we don't want to make the HandleEvent implementation static
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InReaction gui_handler(const SDL_Event_* ev)
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{
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PROFILE("GUI event handler");
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return g_GUI->HandleEvent(ev);
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}
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CGUIManager::CGUIManager(ScriptInterface& scriptInterface) :
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m_ScriptInterface(scriptInterface)
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{
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debug_assert(ScriptInterface::GetCallbackData(scriptInterface.GetContext()) == NULL);
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scriptInterface.SetCallbackData(this);
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}
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CGUIManager::~CGUIManager()
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{
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}
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bool CGUIManager::HasPages()
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{
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return !m_PageStack.empty();
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}
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void CGUIManager::SwitchPage(const CStrW& pageName, CScriptVal initData)
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{
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m_PageStack.clear();
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PushPage(pageName, initData);
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}
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void CGUIManager::PushPage(const CStrW& pageName, CScriptVal initData)
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{
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m_PageStack.push_back(SGUIPage());
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m_PageStack.back().name = pageName;
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m_PageStack.back().initData = CScriptValRooted(m_ScriptInterface.GetContext(), initData);
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LoadPage(m_PageStack.back());
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}
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void CGUIManager::PopPage()
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{
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if (m_PageStack.size() < 2)
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{
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debug_warn(L"Tried to pop GUI page when there's < 2 in the stack");
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return;
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}
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m_PageStack.pop_back();
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}
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void CGUIManager::DisplayMessageBox(int width, int height, const CStrW& title, const CStrW& message)
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{
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// Set up scripted init data for the standard message box window
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CScriptValRooted data;
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m_ScriptInterface.Eval("({})", data);
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m_ScriptInterface.SetProperty(data.get(), "width", width, false);
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m_ScriptInterface.SetProperty(data.get(), "height", height, false);
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m_ScriptInterface.SetProperty(data.get(), "mode", 2, false);
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m_ScriptInterface.SetProperty(data.get(), "title", std::wstring(title), false);
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m_ScriptInterface.SetProperty(data.get(), "message", std::wstring(message), false);
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// Display the message box
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PushPage(L"page_msgbox.xml", data.get());
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}
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void CGUIManager::LoadPage(SGUIPage& page)
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{
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// If we're hotloading then try to grab some data from the previous page
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CScriptValRooted hotloadData;
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if (page.gui)
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m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(page.gui->GetScriptObject()), "getHotloadData", hotloadData);
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page.inputs.clear();
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page.gui.reset(new CGUI());
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page.gui->Initialize();
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VfsPath path = VfsPath(L"gui")/page.name.c_str();
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page.inputs.insert(path);
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CXeromyces xero;
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if (xero.Load(g_VFS, path) != PSRETURN_OK)
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// Fail silently (Xeromyces reported the error)
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return;
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int elmt_page = xero.GetElementID("page");
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int elmt_include = xero.GetElementID("include");
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XMBElement root = xero.GetRoot();
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if (root.GetNodeName() != elmt_page)
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{
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LOGERROR(L"GUI page '%ls' must have root element <page>", page.name.c_str());
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return;
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}
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XERO_ITER_EL(root, node)
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{
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if (node.GetNodeName() != elmt_include)
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{
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LOGERROR(L"GUI page '%ls' must only have <include> elements inside <page>", page.name.c_str());
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continue;
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}
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CStrW name (node.GetText().FromUTF8());
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TIMER(name.c_str());
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VfsPath path (VfsPath(L"gui")/name.c_str());
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page.gui->LoadXmlFile(path, page.inputs);
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}
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// Remember this GUI page, in case the scripts call FindObjectByName
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shared_ptr<CGUI> oldGUI = m_CurrentGUI;
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m_CurrentGUI = page.gui;
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page.gui->SendEventToAll("load");
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// Call the init() function
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if (!m_ScriptInterface.CallFunctionVoid(OBJECT_TO_JSVAL(page.gui->GetScriptObject()), "init", page.initData, hotloadData))
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{
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LOGERROR(L"GUI page '%ls': Failed to call init() function", page.name.c_str());
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}
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m_CurrentGUI = oldGUI;
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}
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LibError CGUIManager::ReloadChangedFiles(const VfsPath& path)
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{
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for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
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{
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if (it->inputs.count(path))
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{
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LOGMESSAGE(L"GUI file '%ls' changed - reloading page '%ls'", path.string().c_str(), it->name.c_str());
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LoadPage(*it);
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// TODO: this can crash if LoadPage runs an init script which modifies the page stack and breaks our iterators
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}
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}
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return INFO::OK;
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}
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InReaction CGUIManager::HandleEvent(const SDL_Event_* ev)
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{
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// We want scripts to have access to the raw input events, so they can do complex
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// processing when necessary (e.g. for unit selection and camera movement).
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// Sometimes they'll want to be layered behind the GUI widgets (e.g. to detect mousedowns on the
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// visible game area), sometimes they'll want to intercepts events before the GUI (e.g.
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// to capture all mouse events until a mouseup after dragging).
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// So we call two separate handler functions:
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bool handled;
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{
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PROFILE("handleInputBeforeGui");
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if (m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(top()->GetScriptObject()), "handleInputBeforeGui", *ev, top()->FindObjectUnderMouse(), handled))
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if (handled)
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return IN_HANDLED;
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}
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{
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PROFILE("handle event in native GUI");
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InReaction r = top()->HandleEvent(ev);
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if (r != IN_PASS)
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return r;
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}
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{
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PROFILE("handleInputAfterGui");
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if (m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(top()->GetScriptObject()), "handleInputAfterGui", *ev, handled))
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if (handled)
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return IN_HANDLED;
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}
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return IN_PASS;
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}
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bool CGUIManager::GetPreDefinedColor(const CStr& name, CColor& output)
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{
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return top()->GetPreDefinedColor(name, output);
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}
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bool CGUIManager::IconExists(const CStr& str) const
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{
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return top()->IconExists(str);
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}
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SGUIIcon CGUIManager::GetIcon(const CStr& str) const
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{
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return top()->GetIcon(str);
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}
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IGUIObject* CGUIManager::FindObjectByName(const CStr& name) const
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{
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// This can be called from scripts run by TickObjects,
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// and we want to return it the same GUI page as is being ticked
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if (m_CurrentGUI)
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return m_CurrentGUI->FindObjectByName(name);
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else
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return top()->FindObjectByName(name);
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}
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void CGUIManager::SendEventToAll(const CStr& eventName)
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{
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top()->SendEventToAll(eventName);
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}
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void CGUIManager::TickObjects()
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{
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// Save an immutable copy so iterators aren't invalidated by tick handlers
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PageStackType pageStack = m_PageStack;
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for (PageStackType::iterator it = pageStack.begin(); it != pageStack.end(); ++it)
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{
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m_CurrentGUI = it->gui;
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it->gui->TickObjects();
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}
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m_CurrentGUI.reset();
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}
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void CGUIManager::Draw()
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{
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for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
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it->gui->Draw();
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}
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void CGUIManager::UpdateResolution()
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{
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for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
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it->gui->UpdateResolution();
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}
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JSObject* CGUIManager::GetScriptObject()
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{
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return top()->GetScriptObject();
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}
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// This returns a shared_ptr to make sure the CGUI doesn't get deallocated
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// while we're in the middle of calling a function on it (e.g. if a GUI script
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// calls SwitchPage)
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shared_ptr<CGUI> CGUIManager::top() const
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{
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debug_assert(m_PageStack.size());
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return m_PageStack.back().gui;
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}
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