/* Copyright (C) 2010 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 . */ #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 "scripting/ScriptingHost.h" #include "scriptinterface/ScriptInterface.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); } CGUIManager::CGUIManager(ScriptInterface& scriptInterface) : m_ScriptInterface(scriptInterface) { ENSURE(ScriptInterface::GetCallbackData(scriptInterface.GetContext()) == NULL); scriptInterface.SetCallbackData(this); } CGUIManager::~CGUIManager() { } bool CGUIManager::HasPages() { return !m_PageStack.empty(); } void CGUIManager::SwitchPage(const CStrW& pageName, CScriptVal initData) { m_PageStack.clear(); PushPage(pageName, initData); } void CGUIManager::PushPage(const CStrW& pageName, CScriptVal initData) { m_PageStack.push_back(SGUIPage()); m_PageStack.back().name = pageName; m_PageStack.back().initData = CScriptValRooted(m_ScriptInterface.GetContext(), 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::DisplayMessageBox(int width, int height, const CStrW& title, const CStrW& message) { // Set up scripted init data for the standard message box window CScriptValRooted data; m_ScriptInterface.Eval("({})", data); m_ScriptInterface.SetProperty(data.get(), "width", width, false); m_ScriptInterface.SetProperty(data.get(), "height", height, false); m_ScriptInterface.SetProperty(data.get(), "mode", 2, false); m_ScriptInterface.SetProperty(data.get(), "title", std::wstring(title), false); m_ScriptInterface.SetProperty(data.get(), "message", std::wstring(message), false); // Display the message box PushPage(L"page_msgbox.xml", data.get()); } void CGUIManager::LoadPage(SGUIPage& page) { // If we're hotloading then try to grab some data from the previous page CScriptValRooted hotloadData; if (page.gui) m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(page.gui->GetScriptObject()), "getHotloadData", hotloadData); page.inputs.clear(); page.gui.reset(new CGUI()); 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(L"GUI page '%ls' must have root element ", page.name.c_str()); return; } XERO_ITER_EL(root, node) { if (node.GetNodeName() != elmt_include) { LOGERROR(L"GUI page '%ls' must only have elements inside ", page.name.c_str()); 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 oldGUI = m_CurrentGUI; m_CurrentGUI = page.gui; page.gui->SendEventToAll("load"); // Call the init() function if (!m_ScriptInterface.CallFunctionVoid(OBJECT_TO_JSVAL(page.gui->GetScriptObject()), "init", page.initData, hotloadData)) { LOGERROR(L"GUI page '%ls': Failed to call init() function", page.name.c_str()); } m_CurrentGUI = oldGUI; } Status CGUIManager::ReloadChangedFiles(const VfsPath& path) { for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it) { if (it->inputs.count(path)) { LOGMESSAGE(L"GUI file '%ls' changed - reloading page '%ls'", path.string().c_str(), it->name.c_str()); LoadPage(*it); // TODO: this can crash if LoadPage runs an init script which modifies the page stack and breaks our iterators } } return INFO::OK; } CScriptVal CGUIManager::GetSavedGameData() { CScriptVal data; m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(top()->GetScriptObject()), "getSavedGameData", data); return data; } 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"); if (m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(top()->GetScriptObject()), "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; } { PROFILE("handleInputAfterGui"); if (m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(top()->GetScriptObject()), "handleInputAfterGui", *ev, handled)) if (handled) return IN_HANDLED; } return IN_PASS; } bool CGUIManager::GetPreDefinedColor(const CStr& name, CColor& output) { return top()->GetPreDefinedColor(name, output); } bool CGUIManager::IconExists(const CStr& str) const { return top()->IconExists(str); } SGUIIcon CGUIManager::GetIcon(const CStr& str) const { return top()->GetIcon(str); } 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"); // 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(); } JSObject* CGUIManager::GetScriptObject() { return top()->GetScriptObject(); } // 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 CGUIManager::top() const { ENSURE(m_PageStack.size()); return m_PageStack.back().gui; }