/* Copyright (C) 2024 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 "gui/CGUI.h" #include "lib/timer.h" #include "lobby/IXmppClient.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include "ps/GameSetup/Config.h" #include "ps/Profile.h" #include "ps/VideoMode.h" #include "ps/XML/Xeromyces.h" #include "scriptinterface/FunctionWrapper.h" #include "scriptinterface/Object.h" #include "scriptinterface/ScriptContext.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/StructuredClone.h" namespace { const CStr EVENT_NAME_GAME_LOAD_PROGRESS = "GameLoadProgress"; const CStr EVENT_NAME_WINDOW_RESIZED = "WindowResized"; } // anonymous namespace CGUIManager* g_GUI = nullptr; // 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) { if (!g_GUI) return IN_PASS; PROFILE("GUI event handler"); return g_GUI->HandleEvent(ev); } static Status ReloadChangedFileCB(void* param, const VfsPath& path) { return static_cast(param)->ReloadChangedFile(path); } CGUIManager::CGUIManager(ScriptContext& scriptContext, ScriptInterface& scriptInterface) : m_ScriptContext{scriptContext}, m_ScriptInterface{scriptInterface} { 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); } size_t CGUIManager::GetPageCount() const { return m_PageStack.size(); } void CGUIManager::SwitchPage(const CStrW& pageName, const ScriptInterface* srcScriptInterface, JS::HandleValue initData) { // The page stack is cleared (including the script context where initData came from), // therefore we have to clone initData. Script::StructuredClone initDataClone; if (!initData.isUndefined()) { ScriptRequest rq(srcScriptInterface); initDataClone = Script::WriteStructuredClone(rq, initData); } if (!m_PageStack.empty()) { // Make sure we unfocus anything on the current page. m_PageStack.back().gui->SendFocusMessage(GUIM_LOST_FOCUS); m_PageStack.clear(); } PushPage(pageName, initDataClone, JS::UndefinedHandleValue); } void CGUIManager::PushPage(const CStrW& pageName, Script::StructuredClone initData, JS::HandleValue callbackFunction) { // Store the callback handler in the current GUI page before opening the new one if (!m_PageStack.empty() && !callbackFunction.isUndefined()) { m_PageStack.back().SetCallbackFunction(m_ScriptInterface, callbackFunction); // Make sure we unfocus anything on the current page. m_PageStack.back().gui->SendFocusMessage(GUIM_LOST_FOCUS); } // Push the page prior to loading its contents, because that may push // another GUI page on init which should be pushed on top of this new page. m_PageStack.emplace_back(pageName, initData); m_PageStack.back().LoadPage(m_ScriptContext); } void CGUIManager::PopPage(Script::StructuredClone args) { if (m_PageStack.size() < 2) { debug_warn(L"Tried to pop GUI page when there's < 2 in the stack"); return; } // Make sure we unfocus anything on the current page. m_PageStack.back().gui->SendFocusMessage(GUIM_LOST_FOCUS); m_PageStack.pop_back(); m_PageStack.back().PerformCallbackFunction(args); // We return to a page where some object might have been focused. m_PageStack.back().gui->SendFocusMessage(GUIM_GOT_FOCUS); } CGUIManager::SGUIPage::SGUIPage(const CStrW& pageName, const Script::StructuredClone initData) : m_Name(pageName), initData(initData), inputs(), gui(), callbackFunction() { } void CGUIManager::SGUIPage::LoadPage(ScriptContext& scriptContext) { // If we're hotloading then try to grab some data from the previous page Script::StructuredClone hotloadData; if (gui) { std::shared_ptr scriptInterface = gui->GetScriptInterface(); ScriptRequest rq(scriptInterface); JS::RootedValue global(rq.cx, rq.globalValue()); JS::RootedValue hotloadDataVal(rq.cx); ScriptFunction::Call(rq, global, "getHotloadData", &hotloadDataVal); hotloadData = Script::WriteStructuredClone(rq, hotloadDataVal); } g_VideoMode.ResetCursor(); inputs.clear(); gui.reset(new CGUI(scriptContext)); gui->AddObjectTypes(); VfsPath path = VfsPath("gui") / m_Name; 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 ", utf8_from_wstring(m_Name)); return; } XERO_ITER_EL(root, node) { if (node.GetNodeName() != elmt_include) { LOGERROR("GUI page '%s' must only have elements inside ", utf8_from_wstring(m_Name)); continue; } CStr8 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 currentDirectory = VfsPath("gui") / nameW; VfsPaths directories; vfs::GetPathnames(g_VFS, currentDirectory, L"*.xml", directories); for (const VfsPath& directory : directories) gui->LoadXmlFile(directory, inputs); } else { VfsPath directory = VfsPath("gui") / nameW; gui->LoadXmlFile(directory, inputs); } } gui->LoadedXmlFiles(); std::shared_ptr scriptInterface = gui->GetScriptInterface(); ScriptRequest rq(scriptInterface); JS::RootedValue initDataVal(rq.cx); JS::RootedValue hotloadDataVal(rq.cx); JS::RootedValue global(rq.cx, rq.globalValue()); if (initData) Script::ReadStructuredClone(rq, initData, &initDataVal); if (hotloadData) Script::ReadStructuredClone(rq, hotloadData, &hotloadDataVal); if (Script::HasProperty(rq, global, "init") && !ScriptFunction::CallVoid(rq, global, "init", initDataVal, hotloadDataVal)) LOGERROR("GUI page '%s': Failed to call init() function", utf8_from_wstring(m_Name)); } void CGUIManager::SGUIPage::SetCallbackFunction(ScriptInterface& scriptInterface, JS::HandleValue callbackFunc) { if (!callbackFunc.isObject()) { LOGERROR("Given callback handler is not an object!"); return; } ScriptRequest rq(scriptInterface); if (!JS_ObjectIsFunction(&callbackFunc.toObject())) { LOGERROR("Given callback handler is not a function!"); return; } callbackFunction = std::make_shared(scriptInterface.GetGeneralJSContext(), callbackFunc); } void CGUIManager::SGUIPage::PerformCallbackFunction(Script::StructuredClone args) { if (!callbackFunction) return; std::shared_ptr scriptInterface = gui->GetScriptInterface(); ScriptRequest rq(scriptInterface); JS::RootedObject globalObj(rq.cx, rq.glob); JS::RootedValue funcVal(rq.cx, *callbackFunction); // Delete the callback function, so that it is not called again callbackFunction.reset(); JS::RootedValue argVal(rq.cx); if (args) Script::ReadStructuredClone(rq, args, &argVal); JS::RootedValueVector paramData(rq.cx); ignore_result(paramData.append(argVal)); JS::RootedValue result(rq.cx); if(!JS_CallFunctionValue(rq.cx, globalObj, funcVal, paramData, &result)) ScriptException::CatchPending(rq); } Status CGUIManager::ReloadChangedFile(const VfsPath& path) { for (SGUIPage& p : m_PageStack) if (p.inputs.find(path) != p.inputs.end()) { LOGMESSAGE("GUI file '%s' changed - reloading page '%s'", path.string8(), utf8_from_wstring(p.m_Name)); p.LoadPage(m_ScriptContext); // 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) p.LoadPage(m_ScriptContext); 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 = false; { PROFILE("handleInputBeforeGui"); ScriptRequest rq(*top()->GetScriptInterface()); JS::RootedValue global(rq.cx, rq.globalValue()); if (ScriptFunction::Call(rq, 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! ScriptRequest rq(*top()->GetScriptInterface()); JS::RootedValue global(rq.cx, rq.globalValue()); PROFILE("handleInputAfterGui"); if (ScriptFunction::Call(rq, global, "handleInputAfterGui", handled, *ev)) if (handled) return IN_HANDLED; } return IN_PASS; } void CGUIManager::SendEventToAll(const CStr& eventName) const { // Save an immutable copy so iterators aren't invalidated by handlers PageStackType pageStack = m_PageStack; for (const SGUIPage& p : pageStack) p.gui->SendEventToAll(eventName); } void CGUIManager::SendEventToAll(const CStr& eventName, JS::HandleValueArray paramData) const { // Save an immutable copy so iterators aren't invalidated by handlers PageStackType pageStack = m_PageStack; for (const SGUIPage& p : pageStack) p.gui->SendEventToAll(eventName, paramData); } void CGUIManager::TickObjects() { PROFILE3("gui tick"); // We share the script context 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_ScriptContext.MaybeIncrementalGC(1.0f); // Save an immutable copy so iterators aren't invalidated by tick handlers PageStackType pageStack = m_PageStack; for (const SGUIPage& p : pageStack) p.gui->TickObjects(); } void CGUIManager::Draw(CCanvas2D& canvas) const { PROFILE3_GPU("gui"); for (const SGUIPage& p : m_PageStack) p.gui->Draw(canvas); } void CGUIManager::UpdateResolution() { // Save an immutable copy so iterators aren't invalidated by event handlers PageStackType pageStack = m_PageStack; for (const SGUIPage& p : pageStack) { p.gui->UpdateResolution(); p.gui->SendEventToAll(EVENT_NAME_WINDOW_RESIZED); } } 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).GetOnlyChild(); if (!templateRoot.IsOk()) LOGERROR("Invalid template found for '%s'", templateName.c_str()); return templateRoot; } void CGUIManager::DisplayLoadProgress(int percent, const wchar_t* pending_task) { const ScriptInterface& scriptInterface = *(GetActiveGUI()->GetScriptInterface()); ScriptRequest rq(scriptInterface); JS::RootedValueVector paramData(rq.cx); ignore_result(paramData.append(JS::NumberValue(percent))); JS::RootedValue valPendingTask(rq.cx); Script::ToJSVal(rq, &valPendingTask, pending_task); ignore_result(paramData.append(valPendingTask)); SendEventToAll(EVENT_NAME_GAME_LOAD_PROGRESS, paramData); } // 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) std::shared_ptr CGUIManager::top() const { ENSURE(m_PageStack.size()); return m_PageStack.back().gui; }