0ad/source/gui/IGUIObject.cpp

500 lines
13 KiB
C++

/* 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
* 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 "GUI.h"
#include "gui/scripting/JSInterface_GUITypes.h"
#include "gui/scripting/JSInterface_IGUIObject.h"
#include "ps/GameSetup/Config.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "scriptinterface/ScriptInterface.h"
#include "soundmanager/ISoundManager.h"
IGUIObject::IGUIObject(CGUI& pGUI)
: m_pGUI(pGUI), m_pParent(NULL), m_MouseHovering(false), m_LastClickTime()
{
AddSetting<bool>("enabled");
AddSetting<bool>("hidden");
AddSetting<CClientArea>("size");
AddSetting<CStr>("style");
AddSetting<CStr>("hotkey");
AddSetting<float>("z");
AddSetting<bool>("absolute");
AddSetting<bool>("ghost");
AddSetting<float>("aspectratio");
AddSetting<CStrW>("tooltip");
AddSetting<CStr>("tooltip_style");
// 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);
}
IGUIObject::~IGUIObject()
{
for (const std::pair<CStr, IGUISetting*>& p : m_Settings)
delete p.second;
if (!m_ScriptHandlers.empty())
JS_RemoveExtraGCRootsTracer(m_pGUI.GetScriptInterface()->GetJSRuntime(), Trace, this);
}
//-------------------------------------------------------------------
// Functions
//-------------------------------------------------------------------
void IGUIObject::AddChild(IGUIObject* pChild)
{
// ENSURE(pChild);
pChild->SetParent(this);
m_Children.push_back(pChild);
{
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?
}
template<typename T>
void IGUIObject::AddSetting(const CStr& Name)
{
// This can happen due to inheritance
if (SettingExists(Name))
return;
m_Settings[Name] = new CGUISetting<T>(*this, Name);
}
bool IGUIObject::SettingExists(const CStr& Setting) const
{
return m_Settings.count(Setting) == 1;
}
template <typename T>
T& IGUIObject::GetSetting(const CStr& Setting)
{
return static_cast<CGUISetting<T>* >(m_Settings.at(Setting))->m_pSetting;
}
template <typename T>
const T& IGUIObject::GetSetting(const CStr& Setting) const
{
return static_cast<CGUISetting<T>* >(m_Settings.at(Setting))->m_pSetting;
}
bool IGUIObject::IsMouseOver() const
{
return m_CachedActualSize.PointInside(m_pGUI.GetMousePos());
}
bool IGUIObject::MouseOverIcon()
{
return false;
}
void IGUIObject::UpdateMouseOver(IGUIObject* const& pMouseOver)
{
if (pMouseOver == this)
{
if (!m_MouseHovering)
SendEvent(GUIM_MOUSE_ENTER, "mouseenter");
m_MouseHovering = true;
SendEvent(GUIM_MOUSE_OVER, "mousemove");
}
else
{
if (m_MouseHovering)
{
m_MouseHovering = false;
SendEvent(GUIM_MOUSE_LEAVE, "mouseleave");
}
}
}
PSRETURN IGUIObject::SetSetting(const CStr& Setting, const CStrW& Value, const bool& SkipMessage)
{
if (!SettingExists(Setting))
return PSRETURN_GUI_InvalidSetting;
if (!m_Settings[Setting]->FromString(Value, SkipMessage))
return PSRETURN_GUI_UnableToParse;
return PSRETURN_OK;
}
void IGUIObject::ChooseMouseOverAndClosest(IGUIObject*& pObject)
{
if (!IsMouseOver())
return;
// 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::ResetStates()
{
// Notify the gui that we aren't hovered anymore
UpdateMouseOver(nullptr);
}
void IGUIObject::UpdateCachedSize()
{
const CClientArea& ca = GetSetting<CClientArea>("size");
const float aspectratio = GetSetting<float>("aspectratio");
// 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 (!GetSetting<bool>("absolute") && m_pParent && !IsRootObject())
m_CachedActualSize = ca.GetClientArea(m_pParent->m_CachedActualSize);
else
m_CachedActualSize = ca.GetClientArea(CRect(0.f, 0.f, g_xres / g_GuiScale, g_yres / g_GuiScale));
// In a few cases, GUI objects have to resize to fill the screen
// but maintain a constant aspect ratio.
// Adjust the size to be the max possible, centered in the original size:
if (aspectratio)
{
if (m_CachedActualSize.GetWidth() > m_CachedActualSize.GetHeight()*aspectratio)
{
float delta = m_CachedActualSize.GetWidth() - m_CachedActualSize.GetHeight()*aspectratio;
m_CachedActualSize.left += delta/2.f;
m_CachedActualSize.right -= delta/2.f;
}
else
{
float delta = m_CachedActualSize.GetHeight() - m_CachedActualSize.GetWidth()/aspectratio;
m_CachedActualSize.bottom -= delta/2.f;
m_CachedActualSize.top += delta/2.f;
}
}
}
void IGUIObject::LoadStyle(CGUI& pGUI, const CStr& StyleName)
{
if (pGUI.HasStyle(StyleName))
LoadStyle(pGUI.GetStyle(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
for (const std::pair<CStr, CStrW>& p : Style.m_SettingsDefaults)
{
// Try set setting in object
SetSetting(p.first, p.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
{
const float Z = GetSetting<float>("z");
if (GetSetting<bool>("absolute"))
return Z;
{
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;
}
}
}
void IGUIObject::RegisterScriptHandler(const CStr& Action, const CStr& Code, CGUI& pGUI)
{
JSContext* cx = pGUI.GetScriptInterface()->GetContext();
JSAutoRequest rq(cx);
JS::RootedValue globalVal(cx, pGUI.GetGlobalObject());
JS::RootedObject globalObj(cx, &globalVal.toObject());
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 (%s)", x++, Action.c_str());
JS::CompileOptions options(cx);
options.setFileAndLine(CodeName.c_str(), 0);
options.setIsRunOnce(false);
JS::RootedFunction func(cx);
JS::AutoObjectVector emptyScopeChain(cx);
if (!JS::CompileFunction(cx, emptyScopeChain, options, buf, paramCount, paramNames, Code.c_str(), Code.length(), &func))
{
LOGERROR("RegisterScriptHandler: Failed to compile the script for %s", Action.c_str());
return;
}
JS::RootedObject funcObj(cx, JS_GetFunctionObject(func));
SetScriptHandler(Action, funcObj);
}
void IGUIObject::SetScriptHandler(const CStr& Action, JS::HandleObject Function)
{
if (m_ScriptHandlers.empty())
JS_AddExtraGCRootsTracer(m_pGUI.GetScriptInterface()->GetJSRuntime(), Trace, this);
m_ScriptHandlers[Action] = JS::Heap<JSObject*>(Function);
}
InReaction IGUIObject::SendEvent(EGUIMessageType type, const CStr& EventName)
{
PROFILE2_EVENT("gui event");
PROFILE2_ATTR("type: %s", EventName.c_str());
PROFILE2_ATTR("object: %s", m_Name.c_str());
SGUIMessage msg(type);
HandleMessage(msg);
ScriptEvent(EventName);
return (msg.skipped ? IN_PASS : IN_HANDLED);
}
void IGUIObject::ScriptEvent(const CStr& 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);
// Set up the 'mouse' parameter
JS::RootedValue mouse(cx);
const CPos& mousePos = m_pGUI.GetMousePos();
m_pGUI.GetScriptInterface()->CreateObject(
&mouse,
"x", mousePos.x,
"y", mousePos.y,
"buttons", m_pGUI.GetMouseButtons());
JS::AutoValueVector paramData(cx);
paramData.append(mouse);
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)
{
// We have no way to propagate the script exception, so just ignore it
// and hope the caller checks JS_IsExceptionPending
}
}
void IGUIObject::ScriptEvent(const CStr& Action, const JS::HandleValueArray& paramData)
{
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::RootedObject obj(cx, GetJSObject());
JS::RootedValue handlerVal(cx, JS::ObjectValue(*it->second));
JS::RootedValue result(cx);
if (!JS_CallFunctionValue(cx, obj, handlerVal, paramData, &result))
JS_ReportError(cx, "Errors executing script action \"%s\"", Action.c_str());
}
void IGUIObject::CreateJSObject()
{
JSContext* cx = m_pGUI.GetScriptInterface()->GetContext();
JSAutoRequest rq(cx);
m_JSObject.init(cx, m_pGUI.GetScriptInterface()->CreateCustomObject("GUIObject"));
JS_SetPrivate(m_JSObject.get(), this);
}
JSObject* IGUIObject::GetJSObject()
{
// Cache the object when somebody first asks for it, because otherwise
// we end up doing far too much object allocation.
if (!m_JSObject.initialized())
CreateJSObject();
return m_JSObject.get();
}
bool IGUIObject::IsHidden() const
{
// Statically initialise some strings, so we don't have to do
// lots of allocation every time this function is called
static const CStr strHidden("hidden");
return GetSetting<bool>(strHidden);
}
bool IGUIObject::IsHiddenOrGhost() const
{
static const CStr strGhost("ghost");
return IsHidden() || GetSetting<bool>(strGhost);
}
void IGUIObject::PlaySound(const CStr& settingName) const
{
if (!g_SoundManager)
return;
const CStrW& soundPath = GetSetting<CStrW>(settingName);
if (!soundPath.empty())
g_SoundManager->PlayAsUI(soundPath.c_str(), false);
}
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()
{
m_pGUI.SetFocusedObject(this);
}
bool IGUIObject::IsFocused() const
{
return m_pGUI.GetFocusedObject() == this;
}
bool IGUIObject::IsRootObject() const
{
return m_pParent == m_pGUI.GetBaseObject();
}
void IGUIObject::TraceMember(JSTracer* trc)
{
// Please ensure to adapt the Tracer enabling and disabling in accordance with the GC things traced!
for (std::pair<const CStr, JS::Heap<JSObject*>>& handler : m_ScriptHandlers)
JS_CallObjectTracer(trc, &handler.second, "IGUIObject::m_ScriptHandlers");
}
// Instantiate templated functions:
#define TYPE(T) \
template void IGUIObject::AddSetting<T>(const CStr& Name); \
template T& IGUIObject::GetSetting<T>(const CStr& Setting); \
template const T& IGUIObject::GetSetting<T>(const CStr& Setting) const; \
#include "gui/GUItypes.h"
#undef TYPE