JSComponent.cpp 14 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. started_(false),
  105. destroyed_(false),
  106. scriptClassInstance_(false),
  107. delayedStartCalled_(false),
  108. loading_(false)
  109. {
  110. vm_ = JSVM::GetJSVM(NULL);
  111. }
  112. JSComponent::~JSComponent()
  113. {
  114. }
  115. void JSComponent::RegisterObject(Context* context)
  116. {
  117. context->RegisterFactory(new JSComponentFactory(context), LOGIC_CATEGORY);
  118. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  119. ATTRIBUTE("FieldValues", VariantMap, fieldValues_, Variant::emptyVariantMap, AM_FILE);
  120. MIXED_ACCESSOR_ATTRIBUTE("ComponentFile", GetScriptAttr, SetScriptAttr, ResourceRef, ResourceRef(JSComponentFile::GetTypeStatic()), AM_DEFAULT);
  121. }
  122. void JSComponent::OnSetEnabled()
  123. {
  124. UpdateEventSubscription();
  125. }
  126. void JSComponent::SetUpdateEventMask(unsigned char mask)
  127. {
  128. if (updateEventMask_ != mask)
  129. {
  130. updateEventMask_ = mask;
  131. UpdateEventSubscription();
  132. }
  133. }
  134. void JSComponent::UpdateReferences(bool remove)
  135. {
  136. duk_context* ctx = vm_->GetJSContext();
  137. int top = duk_get_top(ctx);
  138. duk_push_global_stash(ctx);
  139. duk_get_prop_index(ctx, -1, JS_GLOBALSTASH_INDEX_NODE_REGISTRY);
  140. // can't use instance as key, as this coerces to [Object] for
  141. // string property, pointer will be string representation of
  142. // address, so, unique key
  143. if (node_)
  144. {
  145. duk_push_pointer(ctx, (void*) node_);
  146. if (remove)
  147. duk_push_undefined(ctx);
  148. else
  149. js_push_class_object_instance(ctx, node_);
  150. duk_put_prop(ctx, -3);
  151. }
  152. duk_push_pointer(ctx, (void*) this);
  153. if (remove)
  154. duk_push_undefined(ctx);
  155. else
  156. js_push_class_object_instance(ctx, this);
  157. duk_put_prop(ctx, -3);
  158. duk_pop_2(ctx);
  159. assert(duk_get_top(ctx) == top);
  160. }
  161. void JSComponent::ApplyAttributes()
  162. {
  163. if (!started_)
  164. InitInstance();
  165. }
  166. void JSComponent::InitInstance(bool hasArgs, int argIdx)
  167. {
  168. if (context_->GetEditorContext() || componentFile_.Null())
  169. return;
  170. duk_context* ctx = vm_->GetJSContext();
  171. duk_idx_t top = duk_get_top(ctx);
  172. // store, so pop doesn't clear
  173. UpdateReferences();
  174. // apply fields
  175. const HashMap<String, VariantType>& fields = componentFile_->GetFields();
  176. if (fields.Size())
  177. {
  178. // push self
  179. js_push_class_object_instance(ctx, this, "JSComponent");
  180. HashMap<String, VariantType>::ConstIterator itr = fields.Begin();
  181. while (itr != fields.End())
  182. {
  183. if (fieldValues_.Contains(itr->first_))
  184. {
  185. Variant& v = fieldValues_[itr->first_];
  186. if (v.GetType() == itr->second_)
  187. {
  188. js_push_variant(ctx, v);
  189. duk_put_prop_string(ctx, -2, itr->first_.CString());
  190. }
  191. }
  192. else
  193. {
  194. Variant v;
  195. componentFile_->GetDefaultFieldValue(itr->first_, v);
  196. js_push_variant(ctx, v);
  197. duk_put_prop_string(ctx, -2, itr->first_.CString());
  198. }
  199. itr++;
  200. }
  201. // pop self
  202. duk_pop(ctx);
  203. }
  204. // apply args if any
  205. if (hasArgs)
  206. {
  207. // push self
  208. js_push_class_object_instance(ctx, this, "JSComponent");
  209. duk_enum(ctx, argIdx, DUK_ENUM_OWN_PROPERTIES_ONLY);
  210. while (duk_next(ctx, -1, 1)) {
  211. duk_put_prop(ctx, -4);
  212. }
  213. // pop self and enum object
  214. duk_pop_2(ctx);
  215. }
  216. if (!componentFile_->GetScriptClass())
  217. {
  218. componentFile_->PushModule();
  219. if (!duk_is_function(ctx, -1))
  220. {
  221. duk_set_top(ctx, top);
  222. return;
  223. }
  224. // call with self
  225. js_push_class_object_instance(ctx, this, "JSComponent");
  226. if (duk_pcall(ctx, 1) != 0)
  227. {
  228. vm_->SendJSErrorEvent();
  229. duk_set_top(ctx, top);
  230. return;
  231. }
  232. }
  233. duk_set_top(ctx, top);
  234. if (!started_)
  235. {
  236. started_ = true;
  237. Start();
  238. }
  239. }
  240. void JSComponent::CallScriptMethod(const String& name, bool passValue, float value)
  241. {
  242. void* heapptr = JSGetHeapPtr();
  243. if (!heapptr)
  244. return;
  245. duk_context* ctx = vm_->GetJSContext();
  246. duk_idx_t top = duk_get_top(ctx);
  247. duk_push_heapptr(ctx, heapptr);
  248. duk_get_prop_string(ctx, -1, name.CString());
  249. if (!duk_is_function(ctx, -1))
  250. {
  251. duk_set_top(ctx, top);
  252. return;
  253. }
  254. // push this
  255. if (scriptClassInstance_)
  256. duk_push_heapptr(ctx, heapptr);
  257. if (passValue)
  258. duk_push_number(ctx, value);
  259. int status = scriptClassInstance_ ? duk_pcall_method(ctx, passValue ? 1 : 0) : duk_pcall(ctx, passValue ? 1 : 0);
  260. if (status != 0)
  261. {
  262. vm_->SendJSErrorEvent();
  263. duk_set_top(ctx, top);
  264. return;
  265. }
  266. duk_set_top(ctx, top);
  267. }
  268. void JSComponent::Start()
  269. {
  270. static String name = "start";
  271. CallScriptMethod(name);
  272. }
  273. void JSComponent::DelayedStart()
  274. {
  275. static String name = "delayedStart";
  276. CallScriptMethod(name);
  277. }
  278. void JSComponent::Update(float timeStep)
  279. {
  280. static String name = "update";
  281. CallScriptMethod(name, true, timeStep);
  282. }
  283. void JSComponent::PostUpdate(float timeStep)
  284. {
  285. static String name = "postUpdate";
  286. CallScriptMethod(name, true, timeStep);
  287. }
  288. void JSComponent::FixedUpdate(float timeStep)
  289. {
  290. static String name = "fixedUpdate";
  291. CallScriptMethod(name, true, timeStep);
  292. }
  293. void JSComponent::FixedPostUpdate(float timeStep)
  294. {
  295. static String name = "fixedPostUpdate";
  296. CallScriptMethod(name, true, timeStep);
  297. }
  298. void JSComponent::OnNodeSet(Node* node)
  299. {
  300. if (node)
  301. {
  302. }
  303. else
  304. {
  305. // We are being detached from a node: execute user-defined stop function and prepare for destruction
  306. UpdateReferences(true);
  307. Stop();
  308. }
  309. }
  310. void JSComponent::OnSceneSet(Scene* scene)
  311. {
  312. if (scene)
  313. UpdateEventSubscription();
  314. else
  315. {
  316. UnsubscribeFromEvent(E_SCENEUPDATE);
  317. UnsubscribeFromEvent(E_SCENEPOSTUPDATE);
  318. #ifdef ATOMIC_PHYSICS
  319. UnsubscribeFromEvent(E_PHYSICSPRESTEP);
  320. UnsubscribeFromEvent(E_PHYSICSPOSTSTEP);
  321. #endif
  322. currentEventMask_ = 0;
  323. }
  324. }
  325. void JSComponent::UpdateEventSubscription()
  326. {
  327. Scene* scene = GetScene();
  328. if (!scene)
  329. return;
  330. bool enabled = IsEnabledEffective();
  331. bool needUpdate = enabled && ((updateEventMask_ & USE_UPDATE) || !delayedStartCalled_);
  332. if (needUpdate && !(currentEventMask_ & USE_UPDATE))
  333. {
  334. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(JSComponent, HandleSceneUpdate));
  335. currentEventMask_ |= USE_UPDATE;
  336. }
  337. else if (!needUpdate && (currentEventMask_ & USE_UPDATE))
  338. {
  339. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  340. currentEventMask_ &= ~USE_UPDATE;
  341. }
  342. bool needPostUpdate = enabled && (updateEventMask_ & USE_POSTUPDATE);
  343. if (needPostUpdate && !(currentEventMask_ & USE_POSTUPDATE))
  344. {
  345. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(JSComponent, HandleScenePostUpdate));
  346. currentEventMask_ |= USE_POSTUPDATE;
  347. }
  348. else if (!needUpdate && (currentEventMask_ & USE_POSTUPDATE))
  349. {
  350. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  351. currentEventMask_ &= ~USE_POSTUPDATE;
  352. }
  353. #ifdef ATOMIC_PHYSICS
  354. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  355. if (!world)
  356. return;
  357. bool needFixedUpdate = enabled && (updateEventMask_ & USE_FIXEDUPDATE);
  358. if (needFixedUpdate && !(currentEventMask_ & USE_FIXEDUPDATE))
  359. {
  360. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(JSComponent, HandlePhysicsPreStep));
  361. currentEventMask_ |= USE_FIXEDUPDATE;
  362. }
  363. else if (!needFixedUpdate && (currentEventMask_ & USE_FIXEDUPDATE))
  364. {
  365. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  366. currentEventMask_ &= ~USE_FIXEDUPDATE;
  367. }
  368. bool needFixedPostUpdate = enabled && (updateEventMask_ & USE_FIXEDPOSTUPDATE);
  369. if (needFixedPostUpdate && !(currentEventMask_ & USE_FIXEDPOSTUPDATE))
  370. {
  371. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(JSComponent, HandlePhysicsPostStep));
  372. currentEventMask_ |= USE_FIXEDPOSTUPDATE;
  373. }
  374. else if (!needFixedPostUpdate && (currentEventMask_ & USE_FIXEDPOSTUPDATE))
  375. {
  376. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  377. currentEventMask_ &= ~USE_FIXEDPOSTUPDATE;
  378. }
  379. #endif
  380. }
  381. void JSComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  382. {
  383. using namespace SceneUpdate;
  384. assert(!destroyed_);
  385. // Execute user-defined delayed start function before first update
  386. if (!delayedStartCalled_)
  387. {
  388. DelayedStart();
  389. delayedStartCalled_ = true;
  390. // If did not need actual update events, unsubscribe now
  391. if (!(updateEventMask_ & USE_UPDATE))
  392. {
  393. UnsubscribeFromEvent(GetScene(), E_SCENEUPDATE);
  394. currentEventMask_ &= ~USE_UPDATE;
  395. return;
  396. }
  397. }
  398. // Then execute user-defined update function
  399. Update(eventData[P_TIMESTEP].GetFloat());
  400. }
  401. void JSComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  402. {
  403. using namespace ScenePostUpdate;
  404. // Execute user-defined post-update function
  405. PostUpdate(eventData[P_TIMESTEP].GetFloat());
  406. }
  407. #ifdef ATOMIC_PHYSICS
  408. void JSComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  409. {
  410. using namespace PhysicsPreStep;
  411. // Execute user-defined fixed update function
  412. FixedUpdate(eventData[P_TIMESTEP].GetFloat());
  413. }
  414. void JSComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  415. {
  416. using namespace PhysicsPostStep;
  417. // Execute user-defined fixed post-update function
  418. FixedPostUpdate(eventData[P_TIMESTEP].GetFloat());
  419. }
  420. #endif
  421. bool JSComponent::Load(Deserializer& source, bool setInstanceDefault)
  422. {
  423. loading_ = true;
  424. bool success = Component::Load(source, setInstanceDefault);
  425. loading_ = false;
  426. return success;
  427. }
  428. bool JSComponent::LoadXML(const XMLElement& source, bool setInstanceDefault)
  429. {
  430. loading_ = true;
  431. bool success = Component::LoadXML(source, setInstanceDefault);
  432. loading_ = false;
  433. return success;
  434. }
  435. void JSComponent::SetComponentFile(JSComponentFile* cfile, bool loading)
  436. {
  437. componentFile_ = cfile;
  438. }
  439. ResourceRef JSComponent::GetScriptAttr() const
  440. {
  441. return GetResourceRef(componentFile_, JSComponentFile::GetTypeStatic());
  442. }
  443. void JSComponent::SetScriptAttr(const ResourceRef& value)
  444. {
  445. ResourceCache* cache = GetSubsystem<ResourceCache>();
  446. SetComponentFile(cache->GetResource<JSComponentFile>(value.name_), loading_);
  447. }
  448. }