0ad/source/tools/atlas/AtlasUI/Misc/DLLInterface.cpp
wraitii 01118c1196 Fix issues relating to SDL and wxWidgets interaction in Atlas.
This fixes the transfer of key inputs from WxWidgets to SDL, making it
possible to type in the in-game GUI from Atlas.

Also fixes whitespace issues in some Atlas files.

The following improvements are OSX specific:
- fixes an SDL assertion related to unused subsystems in Atlas.
- Remove the 'osxguiapplication' override. This fixes the editor
starting up in the background and not accepting input when launched from
in-game.
- To prevent an issue with sdl/wxwidgets conflict when running from
inside the game, actually boot a new instance (see #2427)


Reported by: wik (Many thanks for your investigations)
Tested by: trompetin17, Stan
Fixes #2427
Fixes #2846

Differential Revision: https://code.wildfiregames.com/D2788
This was SVN commit r23926.
2020-08-03 12:23:16 +00:00

353 lines
8.9 KiB
C++

/* Copyright (C) 2020 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 "DLLInterface.h"
#include "General/AtlasEventLoop.h"
#include "General/Datafile.h"
#include "ActorEditor/ActorEditor.h"
#include "ScenarioEditor/ScenarioEditor.h"
#include "GameInterface/MessagePasser.h"
#include "wx/config.h"
#include "wx/debugrpt.h"
#include "wx/file.h"
// wx and libxml both want to define ATTRIBUTE_PRINTF (with similar
// meanings), so undef it to avoid a warning
#undef ATTRIBUTE_PRINTF
#include <libxml/parser.h>
#ifndef LIBXML_THREAD_ENABLED
#error libxml2 must have threading support enabled
#endif
#ifdef __WXGTK__
#include <X11/Xlib.h>
#endif
// If enabled, we'll try to use wxDebugReport to report fatal exceptions.
// But this is broken on Linux and can cause the UI to deadlock (see comment
// in OnFatalException), and it's never especially useful, so don't use it.
#define USE_WX_FATAL_EXCEPTION_REPORT 0
// Shared memory allocation functions
ATLASDLLIMPEXP void* ShareableMalloc(size_t n)
{
// TODO: make sure this is thread-safe everywhere. (It is in MSVC with the
// multithreaded CRT.)
return malloc(n);
}
ATLASDLLIMPEXP void ShareableFree(void* p)
{
free(p);
}
// Define the function pointers that we'll use when calling those functions.
// (The game loads the addresses of the above functions, then does the same.)
namespace AtlasMessage
{
void* (*ShareableMallocFptr) (size_t) = &ShareableMalloc;
void (*ShareableFreeFptr) (void*) = &ShareableFree;
}
// Global variables, to remember state between DllMain and StartWindow and OnInit
wxString g_InitialWindowType;
bool g_IsLoaded = false;
#ifdef __WXMSW__
HINSTANCE g_Module;
BOOL APIENTRY DllMain(HINSTANCE hModule, DWORD fdwReason, LPVOID WXUNUSED(lpReserved))
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
g_Module = hModule;
return TRUE;
case DLL_PROCESS_DETACH:
if (g_IsLoaded)
{
wxEntryCleanup();
g_IsLoaded = false;
}
break;
}
return TRUE;
}
#endif // __WXMSW__
using namespace AtlasMessage;
MessagePasser* AtlasMessage::g_MessagePasser = NULL;
ATLASDLLIMPEXP void Atlas_SetMessagePasser(MessagePasser* passer)
{
g_MessagePasser = passer;
}
bool g_HasSetDataDirectory = false;
ATLASDLLIMPEXP void Atlas_SetDataDirectory(const wchar_t* path)
{
Datafile::SetDataDirectory(path);
g_HasSetDataDirectory = true;
}
wxString g_ConfigDir;
ATLASDLLIMPEXP void Atlas_SetConfigDirectory(const wchar_t* path)
{
wxFileName config (path);
g_ConfigDir = config.GetPath(wxPATH_GET_SEPARATOR);
}
ATLASDLLIMPEXP void Atlas_StartWindow(const wchar_t* type)
{
// Initialise libxml2
// (If we're executed from the game instead, it has the responsibility to initialise libxml2)
LIBXML_TEST_VERSION
g_InitialWindowType = type;
#ifdef __WXMSW__
wxEntry(g_Module);
#else
#ifdef __WXGTK__
// Because we do GL calls from a secondary thread, Xlib needs to
// be told to support multiple threads safely
int status = XInitThreads();
if (status == 0)
{
fprintf(stderr, "Error enabling thread-safety via XInitThreads\n");
}
#endif
int argc = 1;
char atlas[] = "atlas";
char *argv[] = {atlas, NULL};
#ifndef __WXOSX__
wxEntry(argc, argv);
#else
// Fix for OS X init (see http://trac.wildfiregames.com/ticket/2427 )
// If we launched from in-game, SDL started NSApplication which will
// break some things in wxWidgets
wxEntryStart(argc, argv);
wxTheApp->OnInit();
wxTheApp->OnRun();
wxTheApp->OnExit();
wxEntryCleanup();
#endif
#endif
}
ATLASDLLIMPEXP void Atlas_DisplayError(const wchar_t* text, size_t WXUNUSED(flags))
{
// This is called from the game thread.
// wxLog appears to be thread-safe, so that's okay.
wxLogError(L"%s", text);
// TODO: wait for user response (if possible) before returning,
// and return their status (break/continue/debug/etc), but only in
// cases where we're certain it won't deadlock (i.e. the UI event loop
// is still running and won't block before showing the dialog to the user)
// and where it matters (i.e. errors, not warnings (unless they're going to
// turn into errors after continuing))
// TODO: 'text' (or at least some copy of it) appears to get leaked when
// this function is called
}
class AtlasDLLApp : public wxApp
{
public:
virtual bool OnInit()
{
// _CrtSetBreakAlloc(5632);
#if wxUSE_ON_FATAL_EXCEPTION && USE_WX_FATAL_EXCEPTION_REPORT
if (! wxIsDebuggerRunning())
wxHandleFatalExceptions();
#endif
#ifndef __WXMSW__ // On Windows we use the registry so don't attempt to set the path.
// When launching a standalone executable g_ConfigDir may not be
// set. In this case we default to the XDG base dir spec and use
// 0ad/config/ as the config directory.
wxString configPath;
if (!g_ConfigDir.IsEmpty())
{
configPath = g_ConfigDir;
}
else
{
wxString xdgConfigHome;
if (wxGetEnv(_T("XDG_CONFIG_HOME"), &xdgConfigHome) && !xdgConfigHome.IsEmpty())
configPath = xdgConfigHome + _T("/0ad/config/");
else
configPath = wxFileName::GetHomeDir() + _T("/.config/0ad/config/");
}
#endif
// Initialise the global config file
wxConfigBase::Set(new wxConfig(_T("Atlas Editor"), _T("Wildfire Games")
#ifndef __WXMSW__ // On Windows we use wxRegConfig and setting this changes the Registry key
, configPath + _T("atlas.ini")
#endif
));
if (! g_HasSetDataDirectory)
{
// Assume that the .exe is located in .../binaries/system. (We can't
// just use the cwd, since that isn't correct when being executed by
// dragging-and-dropping onto the program in Explorer.)
Datafile::SetSystemDirectory(argv[0]);
}
// Display the appropriate window
wxFrame* frame;
if (g_InitialWindowType == _T("ActorEditor"))
{
frame = new ActorEditor(NULL);
}
else if (g_InitialWindowType == _T("ScenarioEditor"))
{
frame = new ScenarioEditor(NULL);
}
else
{
wxFAIL_MSG(_("Internal error: invalid window type"));
return false;
}
frame->Show();
SetTopWindow(frame);
AtlasWindow* win = wxDynamicCast(frame, AtlasWindow);
if (win)
{
// One argument => argv[1] is probably a filename to open
if (argc > 1)
{
wxString filename = argv[1];
if (filename[0] != _T('-')) // ignore -options
{
if (wxFile::Exists(filename))
{
win->OpenFile(filename);
}
else
wxLogError(_("Cannot find file '%s'"), filename.c_str());
}
}
}
return true;
}
#if wxUSE_DEBUGREPORT && USE_WX_FATAL_EXCEPTION_REPORT
virtual void OnFatalException()
{
// NOTE: At least on Linux, this might be called from a thread other
// than the UI thread, so it's not safe to use any wx objects here
wxDebugReport report;
wxDebugReportPreviewStd preview;
report.AddAll();
if (preview.Show(report))
{
wxString dir = report.GetDirectory(); // save the string, since it gets cleared by Process
report.Process();
OpenDirectory(dir);
}
}
#endif // wxUSE_DEBUGREPORT
/* Disabled (and should be removed if it turns out to be unnecessary)
- see MessagePasserImpl.cpp for information
virtual int MainLoop()
{
// Override the default MainLoop so that we can provide our own event loop
wxEventLoop* old = m_mainLoop;
m_mainLoop = new AtlasEventLoop;
int ret = m_mainLoop->Run();
delete m_mainLoop;
m_mainLoop = old;
return ret;
}
*/
private:
bool OpenDirectory(const wxString& dir)
{
// Open a directory on the filesystem - used so people can find the
// debug report files generated in OnFatalException easily
#ifdef __WXMSW__
// Code largely copied from wxLaunchDefaultBrowser:
typedef HINSTANCE (WINAPI *LPShellExecute)(HWND hwnd, const wxChar* lpOperation,
const wxChar* lpFile,
const wxChar* lpParameters,
const wxChar* lpDirectory,
INT nShowCmd);
HINSTANCE hShellDll = ::LoadLibrary(_T("shell32.dll"));
if (hShellDll == NULL)
return false;
LPShellExecute lpShellExecute =
(LPShellExecute) ::GetProcAddress(hShellDll,
wxString(_T("ShellExecute")
# ifdef _UNICODE
_T("W")
# else
_T("A")
# endif
).mb_str(wxConvLocal));
if (lpShellExecute == NULL)
return false;
/*HINSTANCE nResult =*/ (*lpShellExecute)(NULL, _T("explore"), dir.c_str(), NULL, NULL, SW_SHOWNORMAL);
// ignore return value, since we're not going to do anything if this fails
::FreeLibrary(hShellDll);
return true;
#else
// Figure out what goes for "default browser" on unix/linux/whatever
// open an xterm perhaps? :)
(void)dir;
return false;
#endif
}
};
IMPLEMENT_APP_NO_MAIN(AtlasDLLApp);