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/* Copyright (C) 2010 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 "CGUI.h"
#include "lib/timer.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "ps/XML/Xeromyces.h"
#include "scripting/ScriptingHost.h"
#include "scriptinterface/ScriptInterface.h"
CGUIManager* g_GUI = NULL;
// 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)
{
PROFILE("GUI event handler");
return g_GUI->HandleEvent(ev);
}
CGUIManager::CGUIManager(ScriptInterface& scriptInterface) :
m_ScriptInterface(scriptInterface)
{
ENSURE(ScriptInterface::GetCallbackData(scriptInterface.GetContext()) == NULL);
scriptInterface.SetCallbackData(this);
}
CGUIManager::~CGUIManager()
{
}
bool CGUIManager::HasPages()
{
return !m_PageStack.empty();
}
void CGUIManager::SwitchPage(const CStrW& pageName, CScriptVal initData)
{
m_PageStack.clear();
PushPage(pageName, initData);
}
void CGUIManager::PushPage(const CStrW& pageName, CScriptVal initData)
{
m_PageStack.push_back(SGUIPage());
m_PageStack.back().name = pageName;
m_PageStack.back().initData = CScriptValRooted(m_ScriptInterface.GetContext(), initData);
LoadPage(m_PageStack.back());
}
void CGUIManager::PopPage()
{
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();
}
void CGUIManager::DisplayMessageBox(int width, int height, const CStrW& title, const CStrW& message)
{
// Set up scripted init data for the standard message box window
CScriptValRooted data;
m_ScriptInterface.Eval("({})", data);
m_ScriptInterface.SetProperty(data.get(), "width", width, false);
m_ScriptInterface.SetProperty(data.get(), "height", height, false);
m_ScriptInterface.SetProperty(data.get(), "mode", 2, false);
m_ScriptInterface.SetProperty(data.get(), "title", std::wstring(title), false);
m_ScriptInterface.SetProperty(data.get(), "message", std::wstring(message), false);
// Display the message box
PushPage(L"page_msgbox.xml", data.get());
}
void CGUIManager::LoadPage(SGUIPage& page)
{
// If we're hotloading then try to grab some data from the previous page
CScriptValRooted hotloadData;
if (page.gui)
m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(page.gui->GetScriptObject()), "getHotloadData", hotloadData);
page.inputs.clear();
page.gui.reset(new CGUI());
page.gui->Initialize();
VfsPath path = VfsPath("gui") / page.name;
page.inputs.insert(path);
CXeromyces xero;
if (xero.Load(g_VFS, path) != 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(L"GUI page '%ls' must have root element <page>", page.name.c_str());
return;
}
XERO_ITER_EL(root, node)
{
if (node.GetNodeName() != elmt_include)
{
LOGERROR(L"GUI page '%ls' must only have <include> elements inside <page>", page.name.c_str());
continue;
}
CStrW name (node.GetText().FromUTF8());
PROFILE2("load gui xml");
PROFILE2_ATTR("name: %ls", name.c_str());
TIMER(name.c_str());
VfsPath path = VfsPath("gui") / name;
page.gui->LoadXmlFile(path, page.inputs);
}
// Remember this GUI page, in case the scripts call FindObjectByName
shared_ptr<CGUI> oldGUI = m_CurrentGUI;
m_CurrentGUI = page.gui;
page.gui->SendEventToAll("load");
// Call the init() function
if (!m_ScriptInterface.CallFunctionVoid(OBJECT_TO_JSVAL(page.gui->GetScriptObject()), "init", page.initData, hotloadData))
{
LOGERROR(L"GUI page '%ls': Failed to call init() function", page.name.c_str());
}
m_CurrentGUI = oldGUI;
}
Status CGUIManager::ReloadChangedFiles(const VfsPath& path)
{
for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
{
if (it->inputs.count(path))
{
LOGMESSAGE(L"GUI file '%ls' changed - reloading page '%ls'", path.string().c_str(), it->name.c_str());
LoadPage(*it);
// TODO: this can crash if LoadPage runs an init script which modifies the page stack and breaks our iterators
}
}
return INFO::OK;
}
CScriptVal CGUIManager::GetSavedGameData()
{
CScriptVal data;
m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(top()->GetScriptObject()), "getSavedGameData", data);
return data;
}
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;
{
PROFILE("handleInputBeforeGui");
if (m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(top()->GetScriptObject()), "handleInputBeforeGui", *ev, top()->FindObjectUnderMouse(), handled))
if (handled)
return IN_HANDLED;
}
{
PROFILE("handle event in native GUI");
InReaction r = top()->HandleEvent(ev);
if (r != IN_PASS)
return r;
}
{
PROFILE("handleInputAfterGui");
if (m_ScriptInterface.CallFunction(OBJECT_TO_JSVAL(top()->GetScriptObject()), "handleInputAfterGui", *ev, handled))
if (handled)
return IN_HANDLED;
}
return IN_PASS;
}
bool CGUIManager::GetPreDefinedColor(const CStr& name, CColor& output)
{
return top()->GetPreDefinedColor(name, output);
}
bool CGUIManager::IconExists(const CStr& str) const
{
return top()->IconExists(str);
}
SGUIIcon CGUIManager::GetIcon(const CStr& str) const
{
return top()->GetIcon(str);
}
IGUIObject* CGUIManager::FindObjectByName(const CStr& name) const
{
// This can be called from scripts run by TickObjects,
// and we want to return it the same GUI page as is being ticked
if (m_CurrentGUI)
return m_CurrentGUI->FindObjectByName(name);
else
return top()->FindObjectByName(name);
}
void CGUIManager::SendEventToAll(const CStr& eventName)
{
top()->SendEventToAll(eventName);
}
void CGUIManager::TickObjects()
{
PROFILE3("gui tick");
// Save an immutable copy so iterators aren't invalidated by tick handlers
PageStackType pageStack = m_PageStack;
for (PageStackType::iterator it = pageStack.begin(); it != pageStack.end(); ++it)
{
m_CurrentGUI = it->gui;
it->gui->TickObjects();
}
m_CurrentGUI.reset();
}
void CGUIManager::Draw()
{
PROFILE3_GPU("gui");
for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
it->gui->Draw();
}
void CGUIManager::UpdateResolution()
{
for (PageStackType::iterator it = m_PageStack.begin(); it != m_PageStack.end(); ++it)
it->gui->UpdateResolution();
}
JSObject* CGUIManager::GetScriptObject()
{
return top()->GetScriptObject();
}
// 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)
shared_ptr<CGUI> CGUIManager::top() const
{
ENSURE(m_PageStack.size());
return m_PageStack.back().gui;
}
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