0ad/source/gui/GUIManager.cpp
leper a0a0895a12 Pass some strings and a vector as const refs.
Reviewed By: Imarok
Differential Revision: https://code.wildfiregames.com/D160
This was SVN commit r19240.
2017-02-24 17:02:10 +00:00

453 lines
13 KiB
C++

/* Copyright (C) 2017 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 "ps/GameSetup/Config.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();
if (!CXeromyces::AddValidator(g_VFS, "gui_page", "gui/gui_page.rng"))
LOGERROR("CGUIManager: failed to load GUI page grammar file 'gui/gui_page.rng'");
if (!CXeromyces::AddValidator(g_VFS, "gui", "gui/gui.rng"))
LOGERROR("CGUIManager: failed to load GUI XML grammar file 'gui/gui.rng'");
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());
ResetCursor();
}
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();
JSAutoRequest rq(cx);
JS::RootedValue initDataVal(cx);
if (!initDataClone)
{
LOGERROR("Called PopPageCB when initData (which should contain the callback function name) isn't set!");
return;
}
scriptInterface->ReadStructuredClone(initDataClone, &initDataVal);
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, "gui_page") != 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;
}
std::string name = node.GetText();
CStrW nameW (node.GetText().FromUTF8());
PROFILE2("load gui xml");
PROFILE2_ATTR("name: %s", name.c_str());
TIMER(nameW.c_str());
if (name.back() == '/')
{
VfsPath directory = VfsPath("gui") / nameW;
VfsPaths pathnames;
vfs::GetPathnames(g_VFS, directory, L"*.xml", pathnames);
for (const VfsPath& path : pathnames)
page.gui->LoadXmlFile(path, page.inputs);
}
else
{
VfsPath path = VfsPath("gui") / nameW;
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 (SGUIPage& p : m_PageStack)
if (p.inputs.count(path))
{
LOGMESSAGE("GUI file '%s' changed - reloading page '%s'", path.string8(), utf8_from_wstring(p.name));
LoadPage(p);
// 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 (SGUIPage& p : m_PageStack)
LoadPage(p);
return INFO::OK;
}
void CGUIManager::ResetCursor()
{
g_CursorName = g_DefaultCursor;
}
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(const 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", handled, *ev, top()->FindObjectUnderMouse()))
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", handled, *ev))
if (handled)
return IN_HANDLED;
}
return IN_PASS;
}
bool CGUIManager::GetPreDefinedColor(const CStr& name, CColor& output) const
{
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) const
{
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 (const SGUIPage& p : pageStack)
{
m_CurrentGUI = p.gui;
p.gui->TickObjects();
}
m_CurrentGUI.reset();
}
void CGUIManager::Draw()
{
PROFILE3_GPU("gui");
for (const SGUIPage& p : m_PageStack)
p.gui->Draw();
}
void CGUIManager::UpdateResolution()
{
for (const SGUIPage& p : m_PageStack)
p.gui->UpdateResolution();
}
bool CGUIManager::TemplateExists(const std::string& templateName) const
{
return m_TemplateLoader.TemplateExists(templateName);
}
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;
}