forked from 0ad/0ad
Pass arbitrary arguments to GUI events / SendEventToAll and remove loading screen progess workaround, refs D1716, 6d792365aa
, bd3bd084c0
, 4b1297b328
, db5d4bb5f1
.
Differential Revision: https://code.wildfiregames.com/D1754 Reviewed By: Itms Comments By: leper This was SVN commit r22515.
This commit is contained in:
parent
498d58e24d
commit
feb88a337a
@ -58,25 +58,28 @@ function init(data)
|
||||
}
|
||||
|
||||
Engine.GetGUIObjectByName("progressText").caption = "";
|
||||
Engine.GetGUIObjectByName("progressbar").caption = 0;
|
||||
|
||||
let progressbar = Engine.GetGUIObjectByName("progressbar");
|
||||
progressbar.caption = 0;
|
||||
progressbar.onGameLoadProgress = displayProgress;
|
||||
|
||||
Engine.GetGUIObjectByName("quoteText").caption = translate(pickRandom(Engine.ReadFileLines(g_QuotesFile).filter(line => line)));
|
||||
}
|
||||
|
||||
function displayProgress()
|
||||
function displayProgress(progression, description)
|
||||
{
|
||||
// Make the progessbar finish a little early so that the user can actually see it finish
|
||||
if (g_Progress >= 100)
|
||||
if (progression >= 100)
|
||||
return;
|
||||
|
||||
// Show 100 when it is really 99
|
||||
let progress = g_Progress + 1;
|
||||
let progress = progression + 1;
|
||||
|
||||
Engine.GetGUIObjectByName("progressbar").caption = progress; // display current progress
|
||||
Engine.GetGUIObjectByName("progressText").caption = progress + "%";
|
||||
|
||||
// Displays detailed loading info rather than a percent
|
||||
// Engine.GetGUIObjectByName("progressText").caption = g_LoadDescription; // display current progess details
|
||||
// Engine.GetGUIObjectByName("progressText").caption = description;
|
||||
|
||||
// Keep curved right edge of progress bar in sync with the rest of the progress bar
|
||||
let middle = Engine.GetGUIObjectByName("progressbar");
|
||||
|
@ -21,7 +21,6 @@
|
||||
>
|
||||
<object name="progressbar_left" size="-8 0 8 100%" type="image" sprite="LoadingProgressBarLeft"/>
|
||||
<object name="progressbar_right" size="8 0 24 100%" type="image" sprite="LoadingProgressBarRight"/>
|
||||
<action on="Progress">displayProgress();</action>
|
||||
<object name="progressText" size="0 0 100% 100%" type="text" style="LoadingBarText"/>
|
||||
</object>
|
||||
</object>
|
||||
|
@ -726,11 +726,13 @@ function onNetworkOutOfSync(msg)
|
||||
);
|
||||
}
|
||||
|
||||
function onReplayOutOfSync()
|
||||
function onReplayOutOfSync(turn, hash, expectedHash)
|
||||
{
|
||||
messageBox(
|
||||
500, 140,
|
||||
translate("Out-Of-Sync error!") + "\n" +
|
||||
sprintf(translate("Out-Of-Sync error on turn %(turn)s."), {
|
||||
"turn": turn
|
||||
}) + "\n" +
|
||||
// Translation: This is shown if replay is out of sync
|
||||
translateWithContext("Out-Of-Sync", "The current game state is different from the original game state."),
|
||||
translate("Out of Sync")
|
||||
|
@ -24,7 +24,7 @@
|
||||
</action>
|
||||
|
||||
<action on="ReplayOutOfSync">
|
||||
onReplayOutOfSync();
|
||||
onReplayOutOfSync(arguments[0], arguments[1], arguments[2]);
|
||||
</action>
|
||||
|
||||
<!-- Hotkeys won't work properly unless outside menu -->
|
||||
|
@ -274,8 +274,12 @@ void CGUI::SendEventToAll(const CStr& EventName)
|
||||
// (sending events here) wasn't converting to lower case,
|
||||
// leading to a similar problem.
|
||||
// now fixed; case is irrelevant since all are converted to lower.
|
||||
GUI<CStr>::RecurseObject(0, m_BaseObject,
|
||||
&IGUIObject::ScriptEvent, EventName.LowerCase());
|
||||
GUI<CStr>::RecurseObject(0, m_BaseObject, &IGUIObject::ScriptEvent, EventName.LowerCase());
|
||||
}
|
||||
|
||||
void CGUI::SendEventToAll(const CStr& EventName, JS::HandleValueArray paramData)
|
||||
{
|
||||
GUI<CStr>::RecurseObject(0, m_BaseObject, &IGUIObject::ScriptEvent, EventName.LowerCase(), paramData);
|
||||
}
|
||||
|
||||
CGUI::CGUI(const shared_ptr<ScriptRuntime>& runtime)
|
||||
|
@ -96,6 +96,14 @@ public:
|
||||
*/
|
||||
void SendEventToAll(const CStr& EventName);
|
||||
|
||||
/**
|
||||
* Sends a specified script event to every object
|
||||
*
|
||||
* @param EventName String representation of event name
|
||||
* @param paramData JS::HandleValueArray storing the arguments passed to the event handler.
|
||||
*/
|
||||
void SendEventToAll(const CStr& EventName, JS::HandleValueArray paramData);
|
||||
|
||||
/**
|
||||
* Displays the whole GUI
|
||||
*/
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2018 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -357,6 +357,11 @@ void CGUIManager::SendEventToAll(const CStr& eventName) const
|
||||
top()->SendEventToAll(eventName);
|
||||
}
|
||||
|
||||
void CGUIManager::SendEventToAll(const CStr& eventName, JS::HandleValueArray paramData) const
|
||||
{
|
||||
top()->SendEventToAll(eventName, paramData);
|
||||
}
|
||||
|
||||
void CGUIManager::TickObjects()
|
||||
{
|
||||
PROFILE3("gui tick");
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2018 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -111,6 +111,7 @@ public:
|
||||
* See CGUI::SendEventToAll; applies to the currently active page.
|
||||
*/
|
||||
void SendEventToAll(const CStr& eventName) const;
|
||||
void SendEventToAll(const CStr& eventName, JS::HandleValueArray paramData) const;
|
||||
|
||||
/**
|
||||
* See CGUI::TickObjects; applies to @em all loaded pages.
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2015 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -222,6 +222,7 @@ private:
|
||||
typedef void (IGUIObject::*void_Object_pFunction_argT)(const T& arg);
|
||||
typedef void (IGUIObject::*void_Object_pFunction_argRefT)(T& arg);
|
||||
typedef void (IGUIObject::*void_Object_pFunction)();
|
||||
typedef void (IGUIObject::*void_Object_pFunction_argTJS)(const T& arg, JS::HandleValueArray paramData);
|
||||
|
||||
/**
|
||||
* If you want to call a IGUIObject-function
|
||||
@ -279,6 +280,18 @@ private:
|
||||
RecurseObject(RR, obj, pFunc, Argument);
|
||||
}
|
||||
|
||||
static void RecurseObject(int RR, IGUIObject* pObject, void_Object_pFunction_argTJS pFunc, const T& Argument, JS::HandleValueArray paramData)
|
||||
{
|
||||
if (CheckIfRestricted(RR, pObject))
|
||||
return;
|
||||
|
||||
(pObject->*pFunc)(Argument, paramData);
|
||||
|
||||
// Iterate children
|
||||
for (IGUIObject* const& obj : *pObject)
|
||||
RecurseObject(RR, obj, pFunc, Argument, paramData);
|
||||
}
|
||||
|
||||
/**
|
||||
* With no argument.
|
||||
*
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2016 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -450,7 +450,7 @@ InReaction IGUIObject::SendEvent(EGUIMessageType type, const CStr& EventName)
|
||||
|
||||
void IGUIObject::ScriptEvent(const CStr& Action)
|
||||
{
|
||||
std::map<CStr, JS::Heap<JSObject*>>::iterator it = m_ScriptHandlers.find(Action);
|
||||
std::map<CStr, JS::Heap<JSObject*> >::iterator it = m_ScriptHandlers.find(Action);
|
||||
if (it == m_ScriptHandlers.end())
|
||||
return;
|
||||
|
||||
@ -477,24 +477,20 @@ void IGUIObject::ScriptEvent(const CStr& Action)
|
||||
}
|
||||
}
|
||||
|
||||
void IGUIObject::ScriptEvent(const CStr& Action, JS::HandleValue Argument)
|
||||
void IGUIObject::ScriptEvent(const CStr& Action, JS::HandleValueArray paramData)
|
||||
{
|
||||
std::map<CStr, JS::Heap<JSObject*>>::iterator it = m_ScriptHandlers.find(Action);
|
||||
std::map<CStr, JS::Heap<JSObject*> >::iterator it = m_ScriptHandlers.find(Action);
|
||||
if (it == m_ScriptHandlers.end())
|
||||
return;
|
||||
|
||||
JSContext* cx = m_pGUI->GetScriptInterface()->GetContext();
|
||||
JSAutoRequest rq(cx);
|
||||
JS::AutoValueVector paramData(cx);
|
||||
paramData.append(Argument.get());
|
||||
JS::RootedObject obj(cx, GetJSObject());
|
||||
JS::RootedValue handlerVal(cx, JS::ObjectValue(*it->second));
|
||||
JS::RootedValue result(cx);
|
||||
bool ok = JS_CallFunctionValue(cx, obj, handlerVal, paramData, &result);
|
||||
if (!ok)
|
||||
{
|
||||
|
||||
if (!JS_CallFunctionValue(cx, obj, handlerVal, paramData, &result))
|
||||
JS_ReportError(cx, "Errors executing script action \"%s\"", Action.c_str());
|
||||
}
|
||||
}
|
||||
|
||||
JSObject* IGUIObject::GetJSObject()
|
||||
|
@ -400,9 +400,9 @@ protected:
|
||||
* Does nothing if no script has been registered for that action.
|
||||
*
|
||||
* @param Action Name of action
|
||||
* @param Argument Argument to pass to action
|
||||
* @param paramData JS::HandleValueArray arguments to pass to the event.
|
||||
*/
|
||||
void ScriptEvent(const CStr& Action, JS::HandleValue Argument);
|
||||
void ScriptEvent(const CStr& Action, JS::HandleValueArray paramData);
|
||||
|
||||
void SetScriptHandler(const CStr& Action, JS::HandleObject Function);
|
||||
|
||||
|
@ -246,7 +246,11 @@ void CMiniMap::FireWorldClickEvent(int UNUSED(button), int UNUSED(clicks))
|
||||
g_GUI->GetActiveGUI()->GetScriptInterface()->Eval("({})", &coords);
|
||||
g_GUI->GetActiveGUI()->GetScriptInterface()->SetProperty(coords, "x", x, false);
|
||||
g_GUI->GetActiveGUI()->GetScriptInterface()->SetProperty(coords, "z", z, false);
|
||||
ScriptEvent("worldclick", coords);
|
||||
|
||||
JS::AutoValueVector paramData(cx);
|
||||
paramData.append(coords);
|
||||
|
||||
ScriptEvent("worldclick", paramData);
|
||||
}
|
||||
|
||||
// This sets up and draws the rectangle on the minimap
|
||||
|
@ -183,9 +183,19 @@ retry:
|
||||
// display progress / description in loading screen
|
||||
void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
|
||||
{
|
||||
g_GUI->GetActiveGUI()->GetScriptInterface()->SetGlobal("g_Progress", percent, true, false, true);
|
||||
g_GUI->GetActiveGUI()->GetScriptInterface()->SetGlobal("g_LoadDescription", pending_task, true, false, true);
|
||||
g_GUI->GetActiveGUI()->SendEventToAll("progress");
|
||||
const ScriptInterface& scriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
|
||||
JSContext* cx = scriptInterface.GetContext();
|
||||
JSAutoRequest rq(cx);
|
||||
|
||||
JS::AutoValueVector paramData(cx);
|
||||
|
||||
paramData.append(JS::NumberValue(percent));
|
||||
|
||||
JS::RootedValue valPendingTask(cx);
|
||||
scriptInterface.ToJSVal(cx, &valPendingTask, pending_task);
|
||||
paramData.append(valPendingTask);
|
||||
|
||||
g_GUI->GetActiveGUI()->SendEventToAll("GameLoadProgress", paramData);
|
||||
}
|
||||
|
||||
void SwapBuffers()
|
||||
|
@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2017 Wildfire Games.
|
||||
/* Copyright (C) 2019 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@ -76,12 +76,29 @@ void CReplayTurnManager::NotifyFinishedUpdate(u32 turn)
|
||||
ENSURE(m_Simulation2.ComputeStateHash(hash, quickHash));
|
||||
hash = Hexify(hash);
|
||||
|
||||
if (hash != expectedHash)
|
||||
{
|
||||
m_HasSyncError = true;
|
||||
LOGERROR("Replay out of sync on turn %d", turn);
|
||||
g_GUI->SendEventToAll("ReplayOutOfSync");
|
||||
}
|
||||
if (hash == expectedHash)
|
||||
return;
|
||||
|
||||
m_HasSyncError = true;
|
||||
LOGERROR("Replay out of sync on turn %d", turn);
|
||||
|
||||
const ScriptInterface& scriptInterface = m_Simulation2.GetScriptInterface();
|
||||
JSContext* cx = scriptInterface.GetContext();
|
||||
JSAutoRequest rq(cx);
|
||||
|
||||
JS::AutoValueVector paramData(cx);
|
||||
|
||||
paramData.append(JS::NumberValue(turn));
|
||||
|
||||
JS::RootedValue hashVal(cx);
|
||||
scriptInterface.ToJSVal(cx, &hashVal, hash);
|
||||
paramData.append(hashVal);
|
||||
|
||||
JS::RootedValue expectedHashVal(cx);
|
||||
scriptInterface.ToJSVal(cx, &expectedHashVal, expectedHash);
|
||||
paramData.append(expectedHashVal);
|
||||
|
||||
g_GUI->SendEventToAll("ReplayOutOfSync", paramData);
|
||||
}
|
||||
|
||||
void CReplayTurnManager::DoTurn(u32 turn)
|
||||
|
Loading…
Reference in New Issue
Block a user