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forked from 0ad/0ad
0ad/source/gui/GUIManager.cpp
2021-05-22 19:23:03 +00:00

411 lines
12 KiB
C++

/* Copyright (C) 2021 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 "gui/CGUI.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/GameSetup/Config.h"
#include "ps/Profile.h"
#include "ps/XML/Xeromyces.h"
#include "scriptinterface/FunctionWrapper.h"
#include "scriptinterface/ScriptContext.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/StructuredClone.h"
CGUIManager* g_GUI = nullptr;
const CStr CGUIManager::EventNameWindowResized = "WindowResized";
// 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<CGUIManager*>(param)->ReloadChangedFile(path);
}
CGUIManager::CGUIManager()
{
m_ScriptContext = g_ScriptContext;
m_ScriptInterface.reset(new ScriptInterface("Engine", "GUIManager", m_ScriptContext));
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);
}
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);
// 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;
}
m_PageStack.pop_back();
m_PageStack.back().PerformCallbackFunction(args);
}
CGUIManager::SGUIPage::SGUIPage(const CStrW& pageName, const Script::StructuredClone initData)
: m_Name(pageName), initData(initData), inputs(), gui(), callbackFunction()
{
}
void CGUIManager::SGUIPage::LoadPage(std::shared_ptr<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> 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_CursorName = g_DefaultCursor;
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 <page>", utf8_from_wstring(m_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(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> 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<JS::PersistentRootedValue>(scriptInterface.GetGeneralJSContext(), callbackFunc);
}
void CGUIManager::SGUIPage::PerformCallbackFunction(Script::StructuredClone args)
{
if (!callbackFunction)
return;
std::shared_ptr<ScriptInterface> 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_ScriptInterface->GetContext()->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() const
{
PROFILE3_GPU("gui");
for (const SGUIPage& p : m_PageStack)
p.gui->Draw();
}
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(EventNameWindowResized);
}
}
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)
std::shared_ptr<CGUI> CGUIManager::top() const
{
ENSURE(m_PageStack.size());
return m_PageStack.back().gui;
}