411 lines
12 KiB
C++
411 lines
12 KiB
C++
/* Copyright (C) 2021 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 "gui/CGUI.h"
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#include "lib/timer.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/Profile.h"
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#include "ps/XML/Xeromyces.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/ScriptContext.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "scriptinterface/StructuredClone.h"
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CGUIManager* g_GUI = nullptr;
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const CStr CGUIManager::EventNameWindowResized = "WindowResized";
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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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if (!g_GUI)
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return IN_PASS;
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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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static Status ReloadChangedFileCB(void* param, const VfsPath& path)
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{
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return static_cast<CGUIManager*>(param)->ReloadChangedFile(path);
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}
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CGUIManager::CGUIManager()
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{
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m_ScriptContext = g_ScriptContext;
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m_ScriptInterface.reset(new ScriptInterface("Engine", "GUIManager", m_ScriptContext));
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m_ScriptInterface->SetCallbackData(this);
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m_ScriptInterface->LoadGlobalScripts();
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if (!CXeromyces::AddValidator(g_VFS, "gui_page", "gui/gui_page.rng"))
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LOGERROR("CGUIManager: failed to load GUI page grammar file 'gui/gui_page.rng'");
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if (!CXeromyces::AddValidator(g_VFS, "gui", "gui/gui.rng"))
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LOGERROR("CGUIManager: failed to load GUI XML grammar file 'gui/gui.rng'");
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RegisterFileReloadFunc(ReloadChangedFileCB, this);
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}
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CGUIManager::~CGUIManager()
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{
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UnregisterFileReloadFunc(ReloadChangedFileCB, this);
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}
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size_t CGUIManager::GetPageCount() const
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{
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return m_PageStack.size();
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}
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void CGUIManager::SwitchPage(const CStrW& pageName, const ScriptInterface* srcScriptInterface, JS::HandleValue initData)
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{
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// The page stack is cleared (including the script context where initData came from),
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// therefore we have to clone initData.
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Script::StructuredClone initDataClone;
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if (!initData.isUndefined())
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{
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ScriptRequest rq(srcScriptInterface);
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initDataClone = Script::WriteStructuredClone(rq, initData);
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}
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m_PageStack.clear();
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PushPage(pageName, initDataClone, JS::UndefinedHandleValue);
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}
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void CGUIManager::PushPage(const CStrW& pageName, Script::StructuredClone initData, JS::HandleValue callbackFunction)
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{
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// Store the callback handler in the current GUI page before opening the new one
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if (!m_PageStack.empty() && !callbackFunction.isUndefined())
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m_PageStack.back().SetCallbackFunction(*m_ScriptInterface, callbackFunction);
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// Push the page prior to loading its contents, because that may push
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// another GUI page on init which should be pushed on top of this new page.
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m_PageStack.emplace_back(pageName, initData);
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m_PageStack.back().LoadPage(m_ScriptContext);
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}
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void CGUIManager::PopPage(Script::StructuredClone args)
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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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m_PageStack.back().PerformCallbackFunction(args);
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}
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CGUIManager::SGUIPage::SGUIPage(const CStrW& pageName, const Script::StructuredClone initData)
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: m_Name(pageName), initData(initData), inputs(), gui(), callbackFunction()
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{
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}
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void CGUIManager::SGUIPage::LoadPage(std::shared_ptr<ScriptContext> scriptContext)
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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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Script::StructuredClone hotloadData;
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if (gui)
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{
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std::shared_ptr<ScriptInterface> scriptInterface = gui->GetScriptInterface();
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ScriptRequest rq(scriptInterface);
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JS::RootedValue global(rq.cx, rq.globalValue());
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JS::RootedValue hotloadDataVal(rq.cx);
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ScriptFunction::Call(rq, global, "getHotloadData", &hotloadDataVal);
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hotloadData = Script::WriteStructuredClone(rq, hotloadDataVal);
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}
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g_CursorName = g_DefaultCursor;
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inputs.clear();
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gui.reset(new CGUI(scriptContext));
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gui->AddObjectTypes();
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VfsPath path = VfsPath("gui") / m_Name;
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inputs.insert(path);
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CXeromyces xero;
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if (xero.Load(g_VFS, path, "gui_page") != 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("GUI page '%s' must have root element <page>", utf8_from_wstring(m_Name));
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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("GUI page '%s' must only have <include> elements inside <page>", utf8_from_wstring(m_Name));
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continue;
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}
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CStr8 name = node.GetText();
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CStrW nameW = node.GetText().FromUTF8();
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PROFILE2("load gui xml");
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PROFILE2_ATTR("name: %s", name.c_str());
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TIMER(nameW.c_str());
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if (name.back() == '/')
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{
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VfsPath currentDirectory = VfsPath("gui") / nameW;
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VfsPaths directories;
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vfs::GetPathnames(g_VFS, currentDirectory, L"*.xml", directories);
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for (const VfsPath& directory : directories)
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gui->LoadXmlFile(directory, inputs);
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}
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else
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{
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VfsPath directory = VfsPath("gui") / nameW;
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gui->LoadXmlFile(directory, inputs);
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}
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}
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gui->LoadedXmlFiles();
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std::shared_ptr<ScriptInterface> scriptInterface = gui->GetScriptInterface();
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ScriptRequest rq(scriptInterface);
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JS::RootedValue initDataVal(rq.cx);
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JS::RootedValue hotloadDataVal(rq.cx);
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JS::RootedValue global(rq.cx, rq.globalValue());
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if (initData)
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Script::ReadStructuredClone(rq, initData, &initDataVal);
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if (hotloadData)
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Script::ReadStructuredClone(rq, hotloadData, &hotloadDataVal);
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if (Script::HasProperty(rq, global, "init") &&
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!ScriptFunction::CallVoid(rq, global, "init", initDataVal, hotloadDataVal))
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LOGERROR("GUI page '%s': Failed to call init() function", utf8_from_wstring(m_Name));
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}
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void CGUIManager::SGUIPage::SetCallbackFunction(ScriptInterface& scriptInterface, JS::HandleValue callbackFunc)
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{
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if (!callbackFunc.isObject())
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{
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LOGERROR("Given callback handler is not an object!");
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return;
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}
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ScriptRequest rq(scriptInterface);
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if (!JS_ObjectIsFunction(&callbackFunc.toObject()))
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{
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LOGERROR("Given callback handler is not a function!");
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return;
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}
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callbackFunction = std::make_shared<JS::PersistentRootedValue>(scriptInterface.GetGeneralJSContext(), callbackFunc);
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}
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void CGUIManager::SGUIPage::PerformCallbackFunction(Script::StructuredClone args)
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{
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if (!callbackFunction)
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return;
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std::shared_ptr<ScriptInterface> scriptInterface = gui->GetScriptInterface();
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ScriptRequest rq(scriptInterface);
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JS::RootedObject globalObj(rq.cx, rq.glob);
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JS::RootedValue funcVal(rq.cx, *callbackFunction);
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// Delete the callback function, so that it is not called again
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callbackFunction.reset();
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JS::RootedValue argVal(rq.cx);
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if (args)
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Script::ReadStructuredClone(rq, args, &argVal);
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JS::RootedValueVector paramData(rq.cx);
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ignore_result(paramData.append(argVal));
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JS::RootedValue result(rq.cx);
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if(!JS_CallFunctionValue(rq.cx, globalObj, funcVal, paramData, &result))
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ScriptException::CatchPending(rq);
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}
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Status CGUIManager::ReloadChangedFile(const VfsPath& path)
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{
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for (SGUIPage& p : m_PageStack)
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if (p.inputs.find(path) != p.inputs.end())
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{
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LOGMESSAGE("GUI file '%s' changed - reloading page '%s'", path.string8(), utf8_from_wstring(p.m_Name));
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p.LoadPage(m_ScriptContext);
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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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return INFO::OK;
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}
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Status CGUIManager::ReloadAllPages()
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{
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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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for (SGUIPage& p : m_PageStack)
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p.LoadPage(m_ScriptContext);
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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 = false;
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{
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PROFILE("handleInputBeforeGui");
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ScriptRequest rq(*top()->GetScriptInterface());
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JS::RootedValue global(rq.cx, rq.globalValue());
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if (ScriptFunction::Call(rq, global, "handleInputBeforeGui", handled, *ev, top()->FindObjectUnderMouse()))
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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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// We can't take the following lines out of this scope because top() may be another gui page than it was when calling handleInputBeforeGui!
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ScriptRequest rq(*top()->GetScriptInterface());
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JS::RootedValue global(rq.cx, rq.globalValue());
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PROFILE("handleInputAfterGui");
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if (ScriptFunction::Call(rq, global, "handleInputAfterGui", handled, *ev))
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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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void CGUIManager::SendEventToAll(const CStr& eventName) const
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{
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// Save an immutable copy so iterators aren't invalidated by handlers
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PageStackType pageStack = m_PageStack;
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for (const SGUIPage& p : pageStack)
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p.gui->SendEventToAll(eventName);
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}
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void CGUIManager::SendEventToAll(const CStr& eventName, JS::HandleValueArray paramData) const
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{
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// Save an immutable copy so iterators aren't invalidated by handlers
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PageStackType pageStack = m_PageStack;
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for (const SGUIPage& p : pageStack)
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p.gui->SendEventToAll(eventName, paramData);
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}
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void CGUIManager::TickObjects()
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{
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PROFILE3("gui tick");
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// We share the script context with everything else that runs in the same thread.
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// This call makes sure we trigger GC regularly even if the simulation is not running.
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m_ScriptInterface->GetContext()->MaybeIncrementalGC(1.0f);
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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 (const SGUIPage& p : pageStack)
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p.gui->TickObjects();
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}
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void CGUIManager::Draw() const
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{
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PROFILE3_GPU("gui");
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for (const SGUIPage& p : m_PageStack)
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p.gui->Draw();
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}
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void CGUIManager::UpdateResolution()
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{
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// Save an immutable copy so iterators aren't invalidated by event handlers
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PageStackType pageStack = m_PageStack;
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for (const SGUIPage& p : pageStack)
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{
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p.gui->UpdateResolution();
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p.gui->SendEventToAll(EventNameWindowResized);
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}
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}
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bool CGUIManager::TemplateExists(const std::string& templateName) const
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{
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return m_TemplateLoader.TemplateExists(templateName);
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}
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const CParamNode& CGUIManager::GetTemplate(const std::string& templateName)
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{
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const CParamNode& templateRoot = m_TemplateLoader.GetTemplateFileData(templateName).GetChild("Entity");
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if (!templateRoot.IsOk())
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LOGERROR("Invalid template found for '%s'", templateName.c_str());
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return templateRoot;
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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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std::shared_ptr<CGUI> CGUIManager::top() const
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{
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ENSURE(m_PageStack.size());
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return m_PageStack.back().gui;
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}
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