forked from 0ad/0ad
557 lines
14 KiB
C++
557 lines
14 KiB
C++
/* Copyright (C) 2015 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 "GUI.h"
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#include "gui/scripting/JSInterface_GUITypes.h"
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#include "gui/scripting/JSInterface_IGUIObject.h"
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#include "ps/CLogger.h"
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#include "scriptinterface/ScriptInterface.h"
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IGUIObject::IGUIObject()
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: m_pGUI(NULL), m_pParent(NULL), m_MouseHovering(false), m_LastClickTime()
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{
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AddSetting(GUIST_bool, "enabled");
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AddSetting(GUIST_bool, "hidden");
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AddSetting(GUIST_CClientArea, "size");
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AddSetting(GUIST_CStr, "style");
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AddSetting(GUIST_CStr, "hotkey");
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AddSetting(GUIST_float, "z");
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AddSetting(GUIST_bool, "absolute");
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AddSetting(GUIST_bool, "ghost");
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AddSetting(GUIST_float, "aspectratio");
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AddSetting(GUIST_CStrW, "tooltip");
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AddSetting(GUIST_CStr, "tooltip_style");
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// Setup important defaults
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GUI<bool>::SetSetting(this, "hidden", false);
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GUI<bool>::SetSetting(this, "ghost", false);
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GUI<bool>::SetSetting(this, "enabled", true);
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GUI<bool>::SetSetting(this, "absolute", true);
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}
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IGUIObject::~IGUIObject()
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{
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for (const std::pair<CStr, SGUISetting>& p : m_Settings)
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switch (p.second.m_Type)
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{
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// delete() needs to know the type of the variable - never delete a void*
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#define TYPE(t) case GUIST_##t: delete (t*)p.second.m_pSetting; break;
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#include "GUItypes.h"
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#undef TYPE
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default:
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debug_warn(L"Invalid setting type");
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}
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if (m_pGUI)
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JS_RemoveExtraGCRootsTracer(m_pGUI->GetScriptInterface()->GetJSRuntime(), Trace, this);
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}
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//-------------------------------------------------------------------
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// Functions
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//-------------------------------------------------------------------
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void IGUIObject::SetGUI(CGUI* const& pGUI)
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{
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if (!m_pGUI)
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JS_AddExtraGCRootsTracer(pGUI->GetScriptInterface()->GetJSRuntime(), Trace, this);
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m_pGUI = pGUI;
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}
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void IGUIObject::AddChild(IGUIObject* pChild)
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{
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// ENSURE(pChild);
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pChild->SetParent(this);
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m_Children.push_back(pChild);
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// If this (not the child) object is already attached
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// to a CGUI, it pGUI pointer will be non-null.
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// This will mean we'll have to check if we're using
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// names already used.
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if (pChild->GetGUI())
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{
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try
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{
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// Atomic function, if it fails it won't
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// have changed anything
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//UpdateObjects();
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pChild->GetGUI()->UpdateObjects();
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}
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catch (PSERROR_GUI&)
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{
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// If anything went wrong, reverse what we did and throw
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// an exception telling it never added a child
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m_Children.erase(m_Children.end()-1);
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throw;
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}
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}
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// else do nothing
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}
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void IGUIObject::AddToPointersMap(map_pObjects& ObjectMap)
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{
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// Just don't do anything about the top node
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if (m_pParent == NULL)
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return;
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// Now actually add this one
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// notice we won't add it if it's doesn't have any parent
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// (i.e. being the base object)
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if (m_Name.empty())
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{
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throw PSERROR_GUI_ObjectNeedsName();
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}
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if (ObjectMap.count(m_Name) > 0)
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{
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throw PSERROR_GUI_NameAmbiguity(m_Name.c_str());
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}
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else
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{
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ObjectMap[m_Name] = this;
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}
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}
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void IGUIObject::Destroy()
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{
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// Is there anything besides the children to destroy?
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}
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void IGUIObject::AddSetting(const EGUISettingType& Type, const CStr& Name)
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{
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// Is name already taken?
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if (m_Settings.count(Name) >= 1)
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return;
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// Construct, and set type
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m_Settings[Name].m_Type = Type;
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switch (Type)
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{
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#define TYPE(type) \
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case GUIST_##type: \
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m_Settings[Name].m_pSetting = new type(); \
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break;
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// Construct the setting.
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#include "GUItypes.h"
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#undef TYPE
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default:
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debug_warn(L"IGUIObject::AddSetting failed, type not recognized!");
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break;
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}
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}
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bool IGUIObject::MouseOver()
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{
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if (!GetGUI())
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throw PSERROR_GUI_OperationNeedsGUIObject();
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return m_CachedActualSize.PointInside(GetMousePos());
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}
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bool IGUIObject::MouseOverIcon()
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{
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return false;
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}
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CPos IGUIObject::GetMousePos() const
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{
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if (GetGUI())
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return GetGUI()->m_MousePos;
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return CPos();
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}
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void IGUIObject::UpdateMouseOver(IGUIObject* const& pMouseOver)
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{
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// Check if this is the object being hovered.
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if (pMouseOver == this)
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{
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if (!m_MouseHovering)
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{
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// It wasn't hovering, so that must mean it just entered
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SendEvent(GUIM_MOUSE_ENTER, "mouseenter");
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}
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// Either way, set to true
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m_MouseHovering = true;
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// call mouse over
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SendEvent(GUIM_MOUSE_OVER, "mousemove");
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}
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else // Some other object (or none) is hovered
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{
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if (m_MouseHovering)
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{
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m_MouseHovering = false;
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SendEvent(GUIM_MOUSE_LEAVE, "mouseleave");
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}
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}
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}
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bool IGUIObject::SettingExists(const CStr& Setting) const
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{
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// Because GetOffsets will direct dynamically defined
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// classes with polymorphism to respective ms_SettingsInfo
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// we need to make no further updates on this function
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// in derived classes.
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//return (GetSettingsInfo().count(Setting) >= 1);
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return (m_Settings.count(Setting) >= 1);
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}
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PSRETURN IGUIObject::SetSetting(const CStr& Setting, const CStrW& Value, const bool& SkipMessage)
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{
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if (!SettingExists(Setting))
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return PSRETURN_GUI_InvalidSetting;
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// Get setting
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SGUISetting set = m_Settings[Setting];
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#define TYPE(type) \
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else if (set.m_Type == GUIST_##type) \
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{ \
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type _Value; \
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if (!GUI<type>::ParseString(Value, _Value)) \
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return PSRETURN_GUI_UnableToParse; \
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GUI<type>::SetSetting(this, Setting, _Value, SkipMessage); \
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}
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if (0)
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;
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// else...
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#include "GUItypes.h"
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#undef TYPE
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else
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{
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// Why does it always fail?
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//return PS_FAIL;
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return LogInvalidSettings(Setting);
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}
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return PSRETURN_OK;
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}
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PSRETURN IGUIObject::GetSettingType(const CStr& Setting, EGUISettingType& Type) const
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{
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if (!SettingExists(Setting))
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return LogInvalidSettings(Setting);
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if (m_Settings.find(Setting) == m_Settings.end())
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return LogInvalidSettings(Setting);
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Type = m_Settings.find(Setting)->second.m_Type;
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return PSRETURN_OK;
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}
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void IGUIObject::ChooseMouseOverAndClosest(IGUIObject*& pObject)
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{
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if (!MouseOver())
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return;
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// Check if we've got competition at all
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if (pObject == NULL)
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{
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pObject = this;
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return;
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}
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// Or if it's closer
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if (GetBufferedZ() >= pObject->GetBufferedZ())
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{
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pObject = this;
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return;
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}
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}
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IGUIObject* IGUIObject::GetParent() const
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{
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// Important, we're not using GetParent() for these
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// checks, that could screw it up
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if (m_pParent)
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{
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if (m_pParent->m_pParent == NULL)
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return NULL;
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}
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return m_pParent;
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}
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void IGUIObject::UpdateCachedSize()
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{
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bool absolute;
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GUI<bool>::GetSetting(this, "absolute", absolute);
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float aspectratio = 0.f;
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GUI<float>::GetSetting(this, "aspectratio", aspectratio);
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CClientArea ca;
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GUI<CClientArea>::GetSetting(this, "size", ca);
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// If absolute="false" and the object has got a parent,
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// use its cached size instead of the screen. Notice
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// it must have just been cached for it to work.
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if (absolute == false && m_pParent && !IsRootObject())
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m_CachedActualSize = ca.GetClientArea(m_pParent->m_CachedActualSize);
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else
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m_CachedActualSize = ca.GetClientArea(CRect(0.f, 0.f, g_xres * g_GuiScale, g_yres * g_GuiScale));
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// In a few cases, GUI objects have to resize to fill the screen
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// but maintain a constant aspect ratio.
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// Adjust the size to be the max possible, centered in the original size:
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if (aspectratio)
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{
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if (m_CachedActualSize.GetWidth() > m_CachedActualSize.GetHeight()*aspectratio)
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{
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float delta = m_CachedActualSize.GetWidth() - m_CachedActualSize.GetHeight()*aspectratio;
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m_CachedActualSize.left += delta/2.f;
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m_CachedActualSize.right -= delta/2.f;
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}
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else
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{
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float delta = m_CachedActualSize.GetHeight() - m_CachedActualSize.GetWidth()/aspectratio;
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m_CachedActualSize.bottom -= delta/2.f;
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m_CachedActualSize.top += delta/2.f;
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}
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}
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}
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void IGUIObject::LoadStyle(CGUI& GUIinstance, const CStr& StyleName)
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{
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// Fetch style
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if (GUIinstance.m_Styles.count(StyleName) == 1)
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{
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LoadStyle(GUIinstance.m_Styles[StyleName]);
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}
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else
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{
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debug_warn(L"IGUIObject::LoadStyle failed");
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}
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}
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void IGUIObject::LoadStyle(const SGUIStyle& Style)
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{
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// Iterate settings, it won't be able to set them all probably, but that doesn't matter
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for (const std::pair<CStr, CStrW>& p : Style.m_SettingsDefaults)
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{
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// Try set setting in object
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SetSetting(p.first, p.second);
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// It doesn't matter if it fail, it's not suppose to be able to set every setting.
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// since it's generic.
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// The beauty with styles is that it can contain more settings
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// than exists for the objects using it. So if the SetSetting
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// fails, don't care.
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}
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}
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float IGUIObject::GetBufferedZ() const
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{
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bool absolute;
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GUI<bool>::GetSetting(this, "absolute", absolute);
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float Z;
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GUI<float>::GetSetting(this, "z", Z);
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if (absolute)
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return Z;
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else
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{
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if (GetParent())
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return GetParent()->GetBufferedZ() + Z;
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else
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{
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// In philosophy, a parentless object shouldn't be able to have a relative sizing,
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// but we'll accept it so that absolute can be used as default without a complaint.
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// Also, you could consider those objects children to the screen resolution.
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return Z;
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}
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}
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}
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void IGUIObject::RegisterScriptHandler(const CStr& Action, const CStr& Code, CGUI* pGUI)
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{
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if(!GetGUI())
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throw PSERROR_GUI_OperationNeedsGUIObject();
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JSContext* cx = pGUI->GetScriptInterface()->GetContext();
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JSAutoRequest rq(cx);
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JS::RootedValue globalVal(cx, pGUI->GetGlobalObject());
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JS::RootedObject globalObj(cx, &globalVal.toObject());
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const int paramCount = 1;
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const char* paramNames[paramCount] = { "mouse" };
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// Location to report errors from
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CStr CodeName = GetName()+" "+Action;
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// Generate a unique name
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static int x = 0;
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char buf[64];
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sprintf_s(buf, ARRAY_SIZE(buf), "__eventhandler%d (%s)", x++, Action.c_str());
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JS::CompileOptions options(cx);
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options.setFileAndLine(CodeName.c_str(), 0);
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options.setCompileAndGo(true);
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JS::RootedFunction func(cx, JS_CompileFunction(cx, globalObj,
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buf, paramCount, paramNames, Code.c_str(), Code.length(), options));
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if (!func)
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return; // JS will report an error message
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JS::RootedObject funcObj(cx, JS_GetFunctionObject(func));
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SetScriptHandler(Action, funcObj);
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}
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void IGUIObject::SetScriptHandler(const CStr& Action, JS::HandleObject Function)
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{
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// m_ScriptHandlers is only rooted after SetGUI() has been called (which sets up the GC trace callbacks),
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// so we can't safely store objects in it if the GUI hasn't been set yet.
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ENSURE(m_pGUI && "A GUI must be associated with the GUIObject before adding ScriptHandlers!");
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m_ScriptHandlers[Action] = JS::Heap<JSObject*>(Function);
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}
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InReaction IGUIObject::SendEvent(EGUIMessageType type, const CStr& EventName)
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{
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PROFILE2_EVENT("gui event");
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PROFILE2_ATTR("type: %s", EventName.c_str());
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PROFILE2_ATTR("object: %s", m_Name.c_str());
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SGUIMessage msg(type);
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HandleMessage(msg);
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ScriptEvent(EventName);
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return (msg.skipped ? IN_PASS : IN_HANDLED);
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}
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void IGUIObject::ScriptEvent(const CStr& Action)
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{
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std::map<CStr, JS::Heap<JSObject*>>::iterator it = m_ScriptHandlers.find(Action);
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if (it == m_ScriptHandlers.end())
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return;
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JSContext* cx = m_pGUI->GetScriptInterface()->GetContext();
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JSAutoRequest rq(cx);
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// Set up the 'mouse' parameter
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JS::RootedValue mouse(cx);
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m_pGUI->GetScriptInterface()->Eval("({})", &mouse);
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m_pGUI->GetScriptInterface()->SetProperty(mouse, "x", m_pGUI->m_MousePos.x, false);
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m_pGUI->GetScriptInterface()->SetProperty(mouse, "y", m_pGUI->m_MousePos.y, false);
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m_pGUI->GetScriptInterface()->SetProperty(mouse, "buttons", m_pGUI->m_MouseButtons, false);
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JS::AutoValueVector paramData(cx);
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paramData.append(mouse);
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JS::RootedObject obj(cx, GetJSObject());
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JS::RootedValue handlerVal(cx, JS::ObjectValue(*it->second));
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JS::RootedValue result(cx);
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bool ok = JS_CallFunctionValue(cx, obj, handlerVal, paramData, &result);
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if (!ok)
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{
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// We have no way to propagate the script exception, so just ignore it
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// and hope the caller checks JS_IsExceptionPending
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}
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}
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void IGUIObject::ScriptEvent(const CStr& Action, JS::HandleValue Argument)
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{
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std::map<CStr, JS::Heap<JSObject*>>::iterator it = m_ScriptHandlers.find(Action);
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if (it == m_ScriptHandlers.end())
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return;
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JSContext* cx = m_pGUI->GetScriptInterface()->GetContext();
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JSAutoRequest rq(cx);
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JS::AutoValueVector paramData(cx);
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paramData.append(Argument.get());
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JS::RootedObject obj(cx, GetJSObject());
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JS::RootedValue handlerVal(cx, JS::ObjectValue(*it->second));
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JS::RootedValue result(cx);
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bool ok = JS_CallFunctionValue(cx, obj, handlerVal, paramData, &result);
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if (!ok)
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{
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JS_ReportError(cx, "Errors executing script action \"%s\"", Action.c_str());
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}
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}
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JSObject* IGUIObject::GetJSObject()
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{
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JSContext* cx = m_pGUI->GetScriptInterface()->GetContext();
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JSAutoRequest rq(cx);
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// Cache the object when somebody first asks for it, because otherwise
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// we end up doing far too much object allocation. TODO: Would be nice to
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// not have these objects hang around forever using up memory, though.
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if (m_JSObject.uninitialized())
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{
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m_JSObject.set(cx, m_pGUI->GetScriptInterface()->CreateCustomObject("GUIObject"));
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JS_SetPrivate(m_JSObject.get(), this);
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}
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return m_JSObject.get();
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}
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CStr IGUIObject::GetPresentableName() const
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{
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// __internal(), must be at least 13 letters to be able to be
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// an internal name
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if (m_Name.length() <= 12)
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return m_Name;
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if (m_Name.substr(0, 10) == "__internal")
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return CStr("[unnamed object]");
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else
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return m_Name;
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}
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void IGUIObject::SetFocus()
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{
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GetGUI()->m_FocusedObject = this;
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}
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bool IGUIObject::IsFocused() const
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{
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return GetGUI()->m_FocusedObject == this;
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}
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bool IGUIObject::IsRootObject() const
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{
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return GetGUI() != 0 && m_pParent == GetGUI()->m_BaseObject;
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}
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void IGUIObject::TraceMember(JSTracer* trc)
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|
{
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for (std::pair<const CStr, JS::Heap<JSObject*>>& handler : m_ScriptHandlers)
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JS_CallHeapObjectTracer(trc, &handler.second, "IGUIObject::m_ScriptHandlers");
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}
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PSRETURN IGUIObject::LogInvalidSettings(const CStr8& Setting) const
|
|
{
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|
LOGWARNING("IGUIObject: setting %s was not found on an object", Setting.c_str());
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|
return PSRETURN_GUI_InvalidSetting;
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|
}
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