0ad/source/gui/GUIManager.cpp
Ykkrosh 7dca91f26b # Various changes to the text rendering system.
Rewrite font builder tool to be much simpler and to support more text
effects.
Change GUI to use new set of fonts.
Switch font textures from TGA to PNG so they're easier for the font
builder to create.
Support RGBA font textures (for e.g. stroked text).
Greatly improve text rendering performance by using vertex arrays.
Fix rendering code leaving vertex buffers bound.
Add 'clip' property to GUI text objects, to disable clipping when
rendering.
Delete part of unused console function registration system.

This was SVN commit r7595.
2010-05-30 13:42:56 +00:00

284 lines
7.6 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "GUIManager.h"
#include "CGUI.h"
#include "lib/timer.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.
//
// Hotkeys are not unregistered when a page is unloaded.
// 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::SGUIPage::SGUIPage()
{
JS_AddNamedRoot(g_ScriptingHost.GetContext(), &initData, "SGUIPage initData");
}
CGUIManager::SGUIPage::SGUIPage(const SGUIPage& page)
{
*this = page;
JS_AddNamedRoot(g_ScriptingHost.GetContext(), &initData, "SGUIPage initData copy");
}
CGUIManager::SGUIPage::~SGUIPage()
{
JS_RemoveRoot(g_ScriptingHost.GetContext(), &initData);
}
CGUIManager::CGUIManager(ScriptInterface& scriptInterface) :
m_ScriptInterface(scriptInterface)
{
debug_assert(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 = 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(L"gui")/page.name.c_str();
page.inputs.insert(path);
CXeromyces xero;
if (xero.Load(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>", page.name.c_str());
return;
}
XERO_ITER_EL(root, node)
{
if (node.GetNodeName() != elmt_include)
{
LOGERROR(L"GUI page '%ls' must only have <include> elements inside <page>", page.name.c_str());
continue;
}
CStrW name (node.GetText());
TIMER(name.c_str());
VfsPath path (VfsPath(L"gui")/name.c_str());
page.gui->LoadXmlFile(path, page.inputs);
}
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());
}
}
LibError 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;
}
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, 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
{
return top()->FindObjectByName(name);
}
void CGUIManager::SendEventToAll(const CStr& eventName)
{
top()->SendEventToAll(eventName);
}
void CGUIManager::TickObjects()
{
for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
it->gui->TickObjects();
}
void CGUIManager::Draw()
{
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<CGUI> CGUIManager::top() const
{
debug_assert(m_PageStack.size());
return m_PageStack.back().gui;
}