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forked from 0ad/0ad
0ad/source/gui/IGUIObject.cpp
Ykkrosh e88391e5d8 # GUI bug fixes.
Align rendered shapes to pixels, to avoid fuzzy textures and subpixel
gaps at unlucky screen sizes.
Reposition dropdown scrollbars correctly after dynamic size changes.
Fix mouse-drag selection of text in input controls.
Draw input selection background as a nicer size.
Support tooltips on lists.
Support 'enabled' on lists.
Fix crash when switching GUI pages in tick hander.

This was SVN commit r7649.
2010-06-30 21:20:08 +00:00

566 lines
14 KiB
C++

/* Copyright (C) 2009 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/>.
*/
/*
IGUIObject
*/
#include "precompiled.h"
#include "GUI.h"
#include "ps/Parser.h"
#include "gui/scripting/JSInterface_IGUIObject.h"
#include "gui/scripting/JSInterface_GUITypes.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY L"gui"
extern int g_xres, g_yres;
//-------------------------------------------------------------------
// Implementation Macros
//-------------------------------------------------------------------
//-------------------------------------------------------------------
// Constructor / Destructor
//-------------------------------------------------------------------
IGUIObject::IGUIObject() :
m_pGUI(NULL),
m_pParent(NULL),
m_MouseHovering(false),
m_JSObject(NULL)
{
AddSetting(GUIST_bool, "enabled");
AddSetting(GUIST_bool, "hidden");
AddSetting(GUIST_CClientArea, "size");
AddSetting(GUIST_CStr, "style");
AddSetting(GUIST_CStr, "hotkey" );
AddSetting(GUIST_float, "z");
AddSetting(GUIST_bool, "absolute");
AddSetting(GUIST_bool, "ghost");
// Setup important defaults
GUI<bool>::SetSetting(this, "hidden", false);
GUI<bool>::SetSetting(this, "ghost", false);
GUI<bool>::SetSetting(this, "enabled", true);
GUI<bool>::SetSetting(this, "absolute", true);
for (int i=0; i<6; i++)
m_LastClickTime[i]=0;
}
IGUIObject::~IGUIObject()
{
{
std::map<CStr, SGUISetting>::iterator it;
for (it = m_Settings.begin(); it != m_Settings.end(); ++it)
{
switch (it->second.m_Type)
{
// delete() needs to know the type of the variable - never delete a void*
#define TYPE(t) case GUIST_##t: delete (t*)it->second.m_pSetting; break;
#include "GUItypes.h"
#undef TYPE
default:
debug_warn(L"Invalid setting type");
}
}
}
{
std::map<CStr, JSObject**>::iterator it;
for (it = m_ScriptHandlers.begin(); it != m_ScriptHandlers.end(); ++it)
{
JS_RemoveRoot(g_ScriptingHost.getContext(), it->second);
delete it->second;
}
}
if (m_JSObject)
JS_RemoveRoot(g_ScriptingHost.getContext(), &m_JSObject);
}
//-------------------------------------------------------------------
// Functions
//-------------------------------------------------------------------
void IGUIObject::AddChild(IGUIObject *pChild)
{
//
// debug_assert(pChild);
pChild->SetParent(this);
m_Children.push_back(pChild);
// If this (not the child) object is already attached
// to a CGUI, it pGUI pointer will be non-null.
// This will mean we'll have to check if we're using
// names already used.
if (pChild->GetGUI())
{
try
{
// Atomic function, if it fails it won't
// have changed anything
//UpdateObjects();
pChild->GetGUI()->UpdateObjects();
}
catch (PSERROR_GUI&)
{
// If anything went wrong, reverse what we did and throw
// an exception telling it never added a child
m_Children.erase( m_Children.end()-1 );
throw;
}
}
// else do nothing
}
void IGUIObject::AddToPointersMap(map_pObjects &ObjectMap)
{
// Just don't do anything about the top node
if (m_pParent == NULL)
return;
// Now actually add this one
// notice we won't add it if it's doesn't have any parent
// (i.e. being the base object)
if (m_Name.empty())
{
throw PSERROR_GUI_ObjectNeedsName();
}
if (ObjectMap.count(m_Name) > 0)
{
throw PSERROR_GUI_NameAmbiguity(m_Name.c_str());
}
else
{
ObjectMap[m_Name] = this;
}
}
void IGUIObject::Destroy()
{
// Is there anything besides the children to destroy?
}
// Notice if using this, the naming convention of GUIST_ should be strict.
#define TYPE(type) \
case GUIST_##type: \
m_Settings[Name].m_pSetting = new type(); \
break;
void IGUIObject::AddSetting(const EGUISettingType &Type, const CStr& Name)
{
// Is name already taken?
if (m_Settings.count(Name) >= 1)
return;
// Construct, and set type
m_Settings[Name].m_Type = Type;
switch (Type)
{
// Construct the setting.
#include "GUItypes.h"
default:
debug_warn(L"IGUIObject::AddSetting failed, type not recognized!");
break;
}
}
#undef TYPE
bool IGUIObject::MouseOver()
{
if(!GetGUI())
throw PSERROR_GUI_OperationNeedsGUIObject();
return m_CachedActualSize.PointInside(GetMousePos());
}
CPos IGUIObject::GetMousePos() const
{
return ((GetGUI())?(GetGUI()->m_MousePos):CPos());
}
void IGUIObject::UpdateMouseOver(IGUIObject * const &pMouseOver)
{
// Check if this is the object being hovered.
if (pMouseOver == this)
{
if (!m_MouseHovering)
{
// It wasn't hovering, so that must mean it just entered
HandleMessage(GUIM_MOUSE_ENTER);
ScriptEvent("mouseenter");
}
// Either way, set to true
m_MouseHovering = true;
// call mouse over
HandleMessage(GUIM_MOUSE_OVER);
ScriptEvent("mousemove");
}
else // Some other object (or none) is hovered
{
if (m_MouseHovering)
{
m_MouseHovering = false;
HandleMessage(GUIM_MOUSE_LEAVE);
ScriptEvent("mouseleave");
}
}
}
bool IGUIObject::SettingExists(const CStr& Setting) const
{
// Because GetOffsets will direct dynamically defined
// classes with polymorphism to respective ms_SettingsInfo
// we need to make no further updates on this function
// in derived classes.
//return (GetSettingsInfo().count(Setting) >= 1);
return (m_Settings.count(Setting) >= 1);
}
#define TYPE(type) \
else \
if (set.m_Type == GUIST_##type) \
{ \
type _Value; \
if (!GUI<type>::ParseString(Value, _Value)) \
return PSRETURN_GUI_UnableToParse; \
\
GUI<type>::SetSetting(this, Setting, _Value, SkipMessage); \
}
PSRETURN IGUIObject::SetSetting(const CStr& Setting, const CStrW& Value, const bool& SkipMessage)
{
if (!SettingExists(Setting))
{
return PSRETURN_GUI_InvalidSetting;
}
// Get setting
SGUISetting set = m_Settings[Setting];
if (0);
// else...
#include "GUItypes.h"
else
{
// Why does it always fail?
//return PS_FAIL;
return LogInvalidSettings(Setting);
}
return PSRETURN_OK;
}
#undef TYPE
PSRETURN IGUIObject::GetSettingType(const CStr& Setting, EGUISettingType &Type) const
{
if (!SettingExists(Setting))
{
return LogInvalidSettings(Setting);
}
if (m_Settings.find(Setting) == m_Settings.end())
{
return LogInvalidSettings(Setting);
}
Type = m_Settings.find(Setting)->second.m_Type;
return PSRETURN_OK;
}
void IGUIObject::ChooseMouseOverAndClosest(IGUIObject* &pObject)
{
if (MouseOver())
{
// Check if we've got competition at all
if (pObject == NULL)
{
pObject = this;
return;
}
// Or if it's closer
if (GetBufferedZ() >= pObject->GetBufferedZ())
{
pObject = this;
return;
}
}
}
IGUIObject *IGUIObject::GetParent() const
{
// Important, we're not using GetParent() for these
// checks, that could screw it up
if (m_pParent)
{
if (m_pParent->m_pParent == NULL)
return NULL;
}
return m_pParent;
}
void IGUIObject::UpdateCachedSize()
{
bool absolute;
GUI<bool>::GetSetting(this, "absolute", absolute);
CClientArea ca;
GUI<CClientArea>::GetSetting(this, "size", ca);
// If absolute="false" and the object has got a parent,
// use its cached size instead of the screen. Notice
// it must have just been cached for it to work.
if (absolute == false && m_pParent && !IsRootObject())
m_CachedActualSize = ca.GetClientArea(m_pParent->m_CachedActualSize);
else
m_CachedActualSize = ca.GetClientArea(CRect(0.f, 0.f, (float)g_xres, (float)g_yres));
}
void IGUIObject::LoadStyle(CGUI &GUIinstance, const CStr& StyleName)
{
// Fetch style
if (GUIinstance.m_Styles.count(StyleName)==1)
{
LoadStyle(GUIinstance.m_Styles[StyleName]);
}
else
{
debug_warn(L"IGUIObject::LoadStyle failed");
}
}
void IGUIObject::LoadStyle(const SGUIStyle &Style)
{
// Iterate settings, it won't be able to set them all probably, but that doesn't matter
std::map<CStr, CStr>::const_iterator cit;
for (cit = Style.m_SettingsDefaults.begin(); cit != Style.m_SettingsDefaults.end(); ++cit)
{
// Try set setting in object
SetSetting(cit->first, cit->second);
// It doesn't matter if it fail, it's not suppose to be able to set every setting.
// since it's generic.
// The beauty with styles is that it can contain more settings
// than exists for the objects using it. So if the SetSetting
// fails, don't care.
}
}
float IGUIObject::GetBufferedZ() const
{
bool absolute;
GUI<bool>::GetSetting(this, "absolute", absolute);
float Z;
GUI<float>::GetSetting(this, "z", Z);
if (absolute)
return Z;
else
{
if (GetParent())
return GetParent()->GetBufferedZ() + Z;
else
{
// In philosophy, a parentless object shouldn't be able to have a relative sizing,
// but we'll accept it so that absolute can be used as default without a complaint.
// Also, you could consider those objects children to the screen resolution.
return Z;
}
}
}
// TODO Gee: keep this function and all???
void IGUIObject::CheckSettingsValidity()
{
bool hidden;
GUI<bool>::GetSetting(this, "hidden", hidden);
// If we hide an object, reset many of its parts
if (hidden)
{
// Simulate that no object is hovered for this object and all its children
// why? because it's
try
{
GUI<IGUIObject*>::RecurseObject(0, this, &IGUIObject::UpdateMouseOver, NULL);
}
catch (PSERROR_GUI&)
{
}
}
try
{
// Send message to itself
HandleMessage(GUIM_SETTINGS_UPDATED);
ScriptEvent("update");
}
catch (PSERROR_GUI&)
{
}
}
void IGUIObject::RegisterScriptHandler(const CStr& Action, const CStr& Code, CGUI* pGUI)
{
const int paramCount = 1;
const char* paramNames[paramCount] = { "mouse" };
// Location to report errors from
CStr CodeName = GetName()+" "+Action;
// Generate a unique name
static int x=0;
char buf[64];
sprintf_s(buf, ARRAY_SIZE(buf), "__eventhandler%d", x++);
JSFunction* func = JS_CompileFunction(g_ScriptingHost.getContext(), pGUI->m_ScriptObject,
buf, paramCount, paramNames, Code.c_str(), Code.length(), CodeName, 0);
if (!func)
return; // JS will report an error message
SetScriptHandler(Action, JS_GetFunctionObject(func));
}
void IGUIObject::SetScriptHandler(const CStr& Action, JSObject* Function)
{
JSObject** obj = new JSObject*;
*obj = Function;
JS_AddRoot(g_ScriptingHost.getContext(), obj);
if (m_ScriptHandlers[Action])
{
JS_RemoveRoot(g_ScriptingHost.getContext(), m_ScriptHandlers[Action]);
delete m_ScriptHandlers[Action];
}
m_ScriptHandlers[Action] = obj;
}
void IGUIObject::ScriptEvent(const CStr& Action)
{
std::map<CStr, JSObject**>::iterator it = m_ScriptHandlers.find(Action);
if (it == m_ScriptHandlers.end())
return;
// PRIVATE_TO_JSVAL assumes two-byte alignment,
// so make sure that's always true
debug_assert(! ((jsval)this & JSVAL_INT));
// The IGUIObject needs to be stored inside the script's object
jsval guiObject = PRIVATE_TO_JSVAL(this);
// Make a 'this', allowing access to the IGUIObject
JSObject* jsGuiObject = JS_ConstructObjectWithArguments(g_ScriptingHost.getContext(), &JSI_IGUIObject::JSI_class, NULL, m_pGUI->m_ScriptObject, 1, &guiObject);
debug_assert(jsGuiObject); // TODO: Handle errors
// Prevent it from being garbage-collected before it's passed into the function
JS_AddRoot(g_ScriptingHost.getContext(), &jsGuiObject);
// Set up the 'mouse' parameter
jsval mouseParams[3];
mouseParams[0] = INT_TO_JSVAL(m_pGUI->m_MousePos.x);
mouseParams[1] = INT_TO_JSVAL(m_pGUI->m_MousePos.y);
mouseParams[2] = INT_TO_JSVAL(m_pGUI->m_MouseButtons);
JSObject* mouseObj = JS_ConstructObjectWithArguments(g_ScriptingHost.getContext(), &JSI_GUIMouse::JSI_class, NULL, m_pGUI->m_ScriptObject, 3, mouseParams);
debug_assert(mouseObj); // TODO: Handle errors
// Don't garbage collect the mouse
JS_AddRoot(g_ScriptingHost.getContext(), &mouseObj);
jsval paramData[] = { OBJECT_TO_JSVAL(mouseObj) };
jsval result;
JSBool ok = JS_CallFunctionValue(g_ScriptingHost.getContext(), jsGuiObject, OBJECT_TO_JSVAL(*it->second), ARRAY_SIZE(paramData), paramData, &result);
if (!ok)
{
JS_ReportError(g_ScriptingHost.getContext(), "Errors executing script action \"%s\"", Action.c_str());
}
// Allow the temporary parameters to be garbage-collected
JS_RemoveRoot(g_ScriptingHost.getContext(), &mouseObj);
JS_RemoveRoot(g_ScriptingHost.getContext(), &jsGuiObject);
}
JSObject* IGUIObject::GetJSObject()
{
// Cache the object when somebody first asks for it, because otherwise
// we end up doing far too much object allocation. TODO: Would be nice to
// not have these objects hang around forever using up memory, though.
if (! m_JSObject)
{
m_JSObject = JS_NewObject(g_ScriptingHost.getContext(), &JSI_IGUIObject::JSI_class, NULL, NULL);
JS_AddRoot(g_ScriptingHost.getContext(), &m_JSObject);
JS_SetPrivate(g_ScriptingHost.getContext(), m_JSObject, this);
}
return m_JSObject;
}
CStr IGUIObject::GetPresentableName() const
{
// __internal(), must be at least 13 letters to be able to be
// an internal name
if (m_Name.length() <= 12)
return m_Name;
if (m_Name.substr(0, 10) == "__internal")
return CStr("[unnamed object]");
else
return m_Name;
}
void IGUIObject::SetFocus()
{
GetGUI()->m_FocusedObject = this;
}
bool IGUIObject::IsFocused() const
{
return GetGUI()->m_FocusedObject == this;
}
bool IGUIObject::IsRootObject() const
{
return (GetGUI() != 0 && m_pParent == GetGUI()->m_BaseObject);
}
PSRETURN IGUIObject::LogInvalidSettings(const CStr8 &Setting) const
{
LOG(CLogger::Warning, LOG_CATEGORY, L"IGUIObject: setting %hs was not found on an object",
Setting.c_str());
return PSRETURN_GUI_InvalidSetting;
}