JSComponent.cpp 15 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  23. // Please see LICENSE.md in repository root for license information
  24. // https://github.com/AtomicGameEngine/AtomicGameEngine
  25. #include <Atomic/IO/Log.h>
  26. #include <Atomic/IO/FileSystem.h>
  27. #include <Atomic/Core/Context.h>
  28. #include <Atomic/Resource/ResourceCache.h>
  29. #ifdef ATOMIC_PHYSICS
  30. #include <Atomic/Physics/PhysicsEvents.h>
  31. #include <Atomic/Physics/PhysicsWorld.h>
  32. #endif
  33. #include <Atomic/Scene/Scene.h>
  34. #include <Atomic/Scene/SceneEvents.h>
  35. #include "JSVM.h"
  36. #include "JSComponentFile.h"
  37. #include "JSComponent.h"
  38. namespace Atomic
  39. {
  40. extern const char* LOGIC_CATEGORY;
  41. class JSComponentFactory : public ObjectFactory
  42. {
  43. public:
  44. /// Construct.
  45. JSComponentFactory(Context* context) :
  46. ObjectFactory(context)
  47. {
  48. type_ = JSComponent::GetTypeStatic();
  49. baseType_ = JSComponent::GetBaseTypeStatic();
  50. typeName_ = JSComponent::GetTypeNameStatic();
  51. }
  52. /// Create an object of the specific type.
  53. SharedPtr<Object> CreateObject(const XMLElement& source = XMLElement::EMPTY)
  54. {
  55. // if in editor, just create the JSComponent
  56. if (context_->GetEditorContext())
  57. {
  58. return SharedPtr<Object>(new JSComponent(context_));
  59. }
  60. // At runtime, a XML JSComponent may refer to a "scriptClass"
  61. // component which is new'd in JS and creates the component itself
  62. // we peek ahead here to see if we have a JSComponentFile and if it is a script class
  63. String componentRef;
  64. if (source != XMLElement::EMPTY)
  65. {
  66. XMLElement attrElem = source.GetChild("attribute");
  67. while (attrElem)
  68. {
  69. if (attrElem.GetAttribute("name") == "ComponentFile")
  70. {
  71. componentRef = attrElem.GetAttribute("value");
  72. break;
  73. }
  74. attrElem = attrElem.GetNext("attribute");
  75. }
  76. }
  77. SharedPtr<Object> ptr;
  78. if (componentRef.Length())
  79. {
  80. Vector<String> split = componentRef.Split(';');
  81. if (split.Size() == 2)
  82. {
  83. ResourceCache* cache = context_->GetSubsystem<ResourceCache>();
  84. JSComponentFile* componentFile = cache->GetResource<JSComponentFile>(split[1]);
  85. if (componentFile)
  86. ptr = componentFile->CreateJSComponent();
  87. else
  88. {
  89. LOGERRORF("Unable to load component file %s", split[1].CString());
  90. }
  91. }
  92. }
  93. if (ptr.Null())
  94. {
  95. ptr = new JSComponent(context_);
  96. }
  97. return ptr;
  98. }
  99. };
  100. JSComponent::JSComponent(Context* context) :
  101. Component(context),
  102. updateEventMask_(USE_UPDATE | USE_POSTUPDATE | USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE),
  103. currentEventMask_(0),
  104. instanceInitialized_(false),
  105. started_(false),
  106. destroyed_(false),
  107. scriptClassInstance_(false),
  108. delayedStartCalled_(false),
  109. loading_(false)
  110. {
  111. vm_ = JSVM::GetJSVM(NULL);
  112. }
  113. JSComponent::~JSComponent()
  114. {
  115. }
  116. void JSComponent::RegisterObject(Context* context)
  117. {
  118. context->RegisterFactory(new JSComponentFactory(context), LOGIC_CATEGORY);
  119. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  120. ATTRIBUTE("FieldValues", VariantMap, fieldValues_, Variant::emptyVariantMap, AM_FILE);
  121. MIXED_ACCESSOR_ATTRIBUTE("ComponentFile", GetScriptAttr, SetScriptAttr, ResourceRef, ResourceRef(JSComponentFile::GetTypeStatic()), AM_DEFAULT);
  122. }
  123. void JSComponent::OnSetEnabled()
  124. {
  125. UpdateEventSubscription();
  126. }
  127. void JSComponent::SetUpdateEventMask(unsigned char mask)
  128. {
  129. if (updateEventMask_ != mask)
  130. {
  131. updateEventMask_ = mask;
  132. UpdateEventSubscription();
  133. }
  134. }
  135. void JSComponent::UpdateReferences(bool remove)
  136. {
  137. duk_context* ctx = vm_->GetJSContext();
  138. int top = duk_get_top(ctx);
  139. duk_push_global_stash(ctx);
  140. duk_get_prop_index(ctx, -1, JS_GLOBALSTASH_INDEX_NODE_REGISTRY);
  141. // can't use instance as key, as this coerces to [Object] for
  142. // string property, pointer will be string representation of
  143. // address, so, unique key
  144. if (node_)
  145. {
  146. duk_push_pointer(ctx, (void*) node_);
  147. if (remove)
  148. duk_push_undefined(ctx);
  149. else
  150. js_push_class_object_instance(ctx, node_);
  151. duk_put_prop(ctx, -3);
  152. }
  153. duk_push_pointer(ctx, (void*) this);
  154. if (remove)
  155. duk_push_undefined(ctx);
  156. else
  157. js_push_class_object_instance(ctx, this);
  158. duk_put_prop(ctx, -3);
  159. duk_pop_2(ctx);
  160. assert(duk_get_top(ctx) == top);
  161. }
  162. void JSComponent::ApplyAttributes()
  163. {
  164. }
  165. void JSComponent::InitInstance(bool hasArgs, int argIdx)
  166. {
  167. if (context_->GetEditorContext() || componentFile_.Null())
  168. return;
  169. duk_context* ctx = vm_->GetJSContext();
  170. duk_idx_t top = duk_get_top(ctx);
  171. // store, so pop doesn't clear
  172. UpdateReferences();
  173. // apply fields
  174. const HashMap<String, VariantType>& fields = componentFile_->GetFields();
  175. if (fields.Size())
  176. {
  177. // push self
  178. js_push_class_object_instance(ctx, this, "JSComponent");
  179. HashMap<String, VariantType>::ConstIterator itr = fields.Begin();
  180. while (itr != fields.End())
  181. {
  182. if (fieldValues_.Contains(itr->first_))
  183. {
  184. Variant& v = fieldValues_[itr->first_];
  185. if (v.GetType() == itr->second_)
  186. {
  187. js_push_variant(ctx, v);
  188. duk_put_prop_string(ctx, -2, itr->first_.CString());
  189. }
  190. }
  191. else
  192. {
  193. Variant v;
  194. componentFile_->GetDefaultFieldValue(itr->first_, v);
  195. js_push_variant(ctx, v);
  196. duk_put_prop_string(ctx, -2, itr->first_.CString());
  197. }
  198. itr++;
  199. }
  200. // pop self
  201. duk_pop(ctx);
  202. }
  203. // apply args if any
  204. if (hasArgs)
  205. {
  206. // push self
  207. js_push_class_object_instance(ctx, this, "JSComponent");
  208. duk_enum(ctx, argIdx, DUK_ENUM_OWN_PROPERTIES_ONLY);
  209. while (duk_next(ctx, -1, 1)) {
  210. duk_put_prop(ctx, -4);
  211. }
  212. // pop self and enum object
  213. duk_pop_2(ctx);
  214. }
  215. if (!componentFile_->GetScriptClass())
  216. {
  217. componentFile_->PushModule();
  218. if (!duk_is_function(ctx, -1))
  219. {
  220. duk_set_top(ctx, top);
  221. return;
  222. }
  223. // call with self
  224. js_push_class_object_instance(ctx, this, "JSComponent");
  225. if (duk_pcall(ctx, 1) != 0)
  226. {
  227. vm_->SendJSErrorEvent();
  228. duk_set_top(ctx, top);
  229. return;
  230. }
  231. }
  232. duk_set_top(ctx, top);
  233. instanceInitialized_ = true;
  234. }
  235. void JSComponent::CallScriptMethod(const String& name, bool passValue, float value)
  236. {
  237. void* heapptr = JSGetHeapPtr();
  238. if (!heapptr)
  239. return;
  240. duk_context* ctx = vm_->GetJSContext();
  241. duk_idx_t top = duk_get_top(ctx);
  242. duk_push_heapptr(ctx, heapptr);
  243. duk_get_prop_string(ctx, -1, name.CString());
  244. if (!duk_is_function(ctx, -1))
  245. {
  246. duk_set_top(ctx, top);
  247. return;
  248. }
  249. // push this
  250. if (scriptClassInstance_)
  251. duk_push_heapptr(ctx, heapptr);
  252. if (passValue)
  253. duk_push_number(ctx, value);
  254. int status = scriptClassInstance_ ? duk_pcall_method(ctx, passValue ? 1 : 0) : duk_pcall(ctx, passValue ? 1 : 0);
  255. if (status != 0)
  256. {
  257. vm_->SendJSErrorEvent();
  258. duk_set_top(ctx, top);
  259. return;
  260. }
  261. duk_set_top(ctx, top);
  262. }
  263. void JSComponent::Start()
  264. {
  265. static String name = "start";
  266. CallScriptMethod(name);
  267. }
  268. void JSComponent::DelayedStart()
  269. {
  270. static String name = "delayedStart";
  271. CallScriptMethod(name);
  272. }
  273. void JSComponent::Update(float timeStep)
  274. {
  275. if (!instanceInitialized_)
  276. InitInstance();
  277. if (!started_)
  278. {
  279. started_ = true;
  280. Start();
  281. }
  282. static String name = "update";
  283. CallScriptMethod(name, true, timeStep);
  284. }
  285. void JSComponent::PostUpdate(float timeStep)
  286. {
  287. static String name = "postUpdate";
  288. CallScriptMethod(name, true, timeStep);
  289. }
  290. void JSComponent::FixedUpdate(float timeStep)
  291. {
  292. static String name = "fixedUpdate";
  293. CallScriptMethod(name, true, timeStep);
  294. }
  295. void JSComponent::FixedPostUpdate(float timeStep)
  296. {
  297. static String name = "fixedPostUpdate";
  298. CallScriptMethod(name, true, timeStep);
  299. }
  300. void JSComponent::OnNodeSet(Node* node)
  301. {
  302. if (node)
  303. {
  304. }
  305. else
  306. {
  307. // We are being detached from a node: execute user-defined stop function and prepare for destruction
  308. UpdateReferences(true);
  309. Stop();
  310. }
  311. }
  312. void JSComponent::OnSceneSet(Scene* scene)
  313. {
  314. if (scene)
  315. UpdateEventSubscription();
  316. else
  317. {
  318. UnsubscribeFromEvent(E_SCENEUPDATE);
  319. UnsubscribeFromEvent(E_SCENEPOSTUPDATE);
  320. #ifdef ATOMIC_PHYSICS
  321. UnsubscribeFromEvent(E_PHYSICSPRESTEP);
  322. UnsubscribeFromEvent(E_PHYSICSPOSTSTEP);
  323. #endif
  324. currentEventMask_ = 0;
  325. }
  326. }
  327. void JSComponent::UpdateEventSubscription()
  328. {
  329. Scene* scene = GetScene();
  330. if (!scene)
  331. return;
  332. bool enabled = IsEnabledEffective();
  333. bool needUpdate = enabled && ((updateEventMask_ & USE_UPDATE) || !delayedStartCalled_);
  334. if (needUpdate && !(currentEventMask_ & USE_UPDATE))
  335. {
  336. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(JSComponent, HandleSceneUpdate));
  337. currentEventMask_ |= USE_UPDATE;
  338. }
  339. else if (!needUpdate && (currentEventMask_ & USE_UPDATE))
  340. {
  341. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  342. currentEventMask_ &= ~USE_UPDATE;
  343. }
  344. bool needPostUpdate = enabled && (updateEventMask_ & USE_POSTUPDATE);
  345. if (needPostUpdate && !(currentEventMask_ & USE_POSTUPDATE))
  346. {
  347. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(JSComponent, HandleScenePostUpdate));
  348. currentEventMask_ |= USE_POSTUPDATE;
  349. }
  350. else if (!needUpdate && (currentEventMask_ & USE_POSTUPDATE))
  351. {
  352. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  353. currentEventMask_ &= ~USE_POSTUPDATE;
  354. }
  355. #ifdef ATOMIC_PHYSICS
  356. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  357. if (!world)
  358. return;
  359. bool needFixedUpdate = enabled && (updateEventMask_ & USE_FIXEDUPDATE);
  360. if (needFixedUpdate && !(currentEventMask_ & USE_FIXEDUPDATE))
  361. {
  362. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(JSComponent, HandlePhysicsPreStep));
  363. currentEventMask_ |= USE_FIXEDUPDATE;
  364. }
  365. else if (!needFixedUpdate && (currentEventMask_ & USE_FIXEDUPDATE))
  366. {
  367. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  368. currentEventMask_ &= ~USE_FIXEDUPDATE;
  369. }
  370. bool needFixedPostUpdate = enabled && (updateEventMask_ & USE_FIXEDPOSTUPDATE);
  371. if (needFixedPostUpdate && !(currentEventMask_ & USE_FIXEDPOSTUPDATE))
  372. {
  373. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(JSComponent, HandlePhysicsPostStep));
  374. currentEventMask_ |= USE_FIXEDPOSTUPDATE;
  375. }
  376. else if (!needFixedPostUpdate && (currentEventMask_ & USE_FIXEDPOSTUPDATE))
  377. {
  378. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  379. currentEventMask_ &= ~USE_FIXEDPOSTUPDATE;
  380. }
  381. #endif
  382. }
  383. void JSComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  384. {
  385. using namespace SceneUpdate;
  386. assert(!destroyed_);
  387. // Execute user-defined delayed start function before first update
  388. if (!delayedStartCalled_)
  389. {
  390. DelayedStart();
  391. delayedStartCalled_ = true;
  392. // If did not need actual update events, unsubscribe now
  393. if (!(updateEventMask_ & USE_UPDATE))
  394. {
  395. UnsubscribeFromEvent(GetScene(), E_SCENEUPDATE);
  396. currentEventMask_ &= ~USE_UPDATE;
  397. return;
  398. }
  399. }
  400. // Then execute user-defined update function
  401. Update(eventData[P_TIMESTEP].GetFloat());
  402. }
  403. void JSComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  404. {
  405. using namespace ScenePostUpdate;
  406. // Execute user-defined post-update function
  407. PostUpdate(eventData[P_TIMESTEP].GetFloat());
  408. }
  409. #ifdef ATOMIC_PHYSICS
  410. void JSComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  411. {
  412. using namespace PhysicsPreStep;
  413. // Execute user-defined fixed update function
  414. FixedUpdate(eventData[P_TIMESTEP].GetFloat());
  415. }
  416. void JSComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  417. {
  418. using namespace PhysicsPostStep;
  419. // Execute user-defined fixed post-update function
  420. FixedPostUpdate(eventData[P_TIMESTEP].GetFloat());
  421. }
  422. #endif
  423. bool JSComponent::Load(Deserializer& source, bool setInstanceDefault)
  424. {
  425. loading_ = true;
  426. bool success = Component::Load(source, setInstanceDefault);
  427. loading_ = false;
  428. return success;
  429. }
  430. bool JSComponent::LoadXML(const XMLElement& source, bool setInstanceDefault)
  431. {
  432. loading_ = true;
  433. bool success = Component::LoadXML(source, setInstanceDefault);
  434. loading_ = false;
  435. return success;
  436. }
  437. bool JSComponent::MatchScriptName(const String& path)
  438. {
  439. if (componentFile_.Null())
  440. return false;
  441. String _path = path;
  442. _path.Replace(".js", "", false);
  443. const String& name = componentFile_->GetName();
  444. if (_path == name)
  445. return true;
  446. String pathName, fileName, ext;
  447. SplitPath(name, pathName, fileName, ext);
  448. if (fileName == _path)
  449. return true;
  450. return false;
  451. }
  452. void JSComponent::SetComponentFile(JSComponentFile* cfile)
  453. {
  454. componentFile_ = cfile;
  455. }
  456. ResourceRef JSComponent::GetScriptAttr() const
  457. {
  458. return GetResourceRef(componentFile_, JSComponentFile::GetTypeStatic());
  459. }
  460. void JSComponent::SetScriptAttr(const ResourceRef& value)
  461. {
  462. ResourceCache* cache = GetSubsystem<ResourceCache>();
  463. SetComponentFile(cache->GetResource<JSComponentFile>(value.name_));
  464. }
  465. }