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. ptr = componentFile->CreateJSComponent();
  86. }
  87. }
  88. if (ptr.Null())
  89. {
  90. ptr = new JSComponent(context_);
  91. }
  92. return ptr;
  93. }
  94. };
  95. JSComponent::JSComponent(Context* context) :
  96. Component(context),
  97. updateEventMask_(USE_UPDATE | USE_POSTUPDATE | USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE),
  98. currentEventMask_(0),
  99. started_(false),
  100. destroyed_(false),
  101. scriptClassInstance_(false),
  102. delayedStartCalled_(false),
  103. loading_(false)
  104. {
  105. vm_ = JSVM::GetJSVM(NULL);
  106. }
  107. JSComponent::~JSComponent()
  108. {
  109. }
  110. void JSComponent::RegisterObject(Context* context)
  111. {
  112. context->RegisterFactory(new JSComponentFactory(context), LOGIC_CATEGORY);
  113. ACCESSOR_ATTRIBUTE("Is Enabled", IsEnabled, SetEnabled, bool, true, AM_DEFAULT);
  114. ATTRIBUTE("FieldValues", VariantMap, fieldValues_, Variant::emptyVariantMap, AM_FILE);
  115. MIXED_ACCESSOR_ATTRIBUTE("ComponentFile", GetScriptAttr, SetScriptAttr, ResourceRef, ResourceRef(JSComponentFile::GetTypeStatic()), AM_DEFAULT);
  116. }
  117. void JSComponent::OnSetEnabled()
  118. {
  119. UpdateEventSubscription();
  120. }
  121. void JSComponent::SetUpdateEventMask(unsigned char mask)
  122. {
  123. if (updateEventMask_ != mask)
  124. {
  125. updateEventMask_ = mask;
  126. UpdateEventSubscription();
  127. }
  128. }
  129. void JSComponent::UpdateReferences(bool remove)
  130. {
  131. duk_context* ctx = vm_->GetJSContext();
  132. int top = duk_get_top(ctx);
  133. duk_push_global_stash(ctx);
  134. duk_get_prop_index(ctx, -1, JS_GLOBALSTASH_INDEX_NODE_REGISTRY);
  135. // can't use instance as key, as this coerces to [Object] for
  136. // string property, pointer will be string representation of
  137. // address, so, unique key
  138. if (node_)
  139. {
  140. duk_push_pointer(ctx, (void*) node_);
  141. if (remove)
  142. duk_push_undefined(ctx);
  143. else
  144. js_push_class_object_instance(ctx, node_);
  145. duk_put_prop(ctx, -3);
  146. }
  147. duk_push_pointer(ctx, (void*) this);
  148. if (remove)
  149. duk_push_undefined(ctx);
  150. else
  151. js_push_class_object_instance(ctx, this);
  152. duk_put_prop(ctx, -3);
  153. duk_pop_2(ctx);
  154. assert(duk_get_top(ctx) == top);
  155. }
  156. void JSComponent::ApplyAttributes()
  157. {
  158. if (!started_)
  159. InitInstance();
  160. }
  161. void JSComponent::InitInstance(bool hasArgs, int argIdx)
  162. {
  163. if (context_->GetEditorContext() || componentFile_.Null())
  164. return;
  165. duk_context* ctx = vm_->GetJSContext();
  166. duk_idx_t top = duk_get_top(ctx);
  167. // store, so pop doesn't clear
  168. UpdateReferences();
  169. // apply fields
  170. const HashMap<String, VariantType>& fields = componentFile_->GetFields();
  171. if (fields.Size())
  172. {
  173. // push self
  174. js_push_class_object_instance(ctx, this, "JSComponent");
  175. HashMap<String, VariantType>::ConstIterator itr = fields.Begin();
  176. while (itr != fields.End())
  177. {
  178. if (fieldValues_.Contains(itr->first_))
  179. {
  180. Variant& v = fieldValues_[itr->first_];
  181. if (v.GetType() == itr->second_)
  182. {
  183. js_push_variant(ctx, v);
  184. duk_put_prop_string(ctx, -2, itr->first_.CString());
  185. }
  186. }
  187. else
  188. {
  189. Variant v;
  190. componentFile_->GetDefaultFieldValue(itr->first_, v);
  191. js_push_variant(ctx, v);
  192. duk_put_prop_string(ctx, -2, itr->first_.CString());
  193. }
  194. itr++;
  195. }
  196. // pop self
  197. duk_pop(ctx);
  198. }
  199. // apply args if any
  200. if (hasArgs)
  201. {
  202. // push self
  203. js_push_class_object_instance(ctx, this, "JSComponent");
  204. duk_enum(ctx, argIdx, DUK_ENUM_OWN_PROPERTIES_ONLY);
  205. while (duk_next(ctx, -1, 1)) {
  206. duk_put_prop(ctx, -4);
  207. }
  208. // pop self and enum object
  209. duk_pop_2(ctx);
  210. }
  211. if (!componentFile_->GetScriptClass())
  212. {
  213. componentFile_->PushModule();
  214. if (!duk_is_function(ctx, -1))
  215. {
  216. duk_set_top(ctx, top);
  217. return;
  218. }
  219. // call with self
  220. js_push_class_object_instance(ctx, this, "JSComponent");
  221. if (duk_pcall(ctx, 1) != 0)
  222. {
  223. vm_->SendJSErrorEvent();
  224. duk_set_top(ctx, top);
  225. return;
  226. }
  227. }
  228. duk_set_top(ctx, top);
  229. if (!started_)
  230. {
  231. started_ = true;
  232. Start();
  233. }
  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. static String name = "update";
  276. CallScriptMethod(name, true, timeStep);
  277. }
  278. void JSComponent::PostUpdate(float timeStep)
  279. {
  280. static String name = "postUpdate";
  281. CallScriptMethod(name, true, timeStep);
  282. }
  283. void JSComponent::FixedUpdate(float timeStep)
  284. {
  285. static String name = "fixedUpdate";
  286. CallScriptMethod(name, true, timeStep);
  287. }
  288. void JSComponent::FixedPostUpdate(float timeStep)
  289. {
  290. static String name = "fixedPostUpdate";
  291. CallScriptMethod(name, true, timeStep);
  292. }
  293. void JSComponent::OnNodeSet(Node* node)
  294. {
  295. if (node)
  296. {
  297. }
  298. else
  299. {
  300. // We are being detached from a node: execute user-defined stop function and prepare for destruction
  301. UpdateReferences(true);
  302. Stop();
  303. }
  304. }
  305. void JSComponent::OnSceneSet(Scene* scene)
  306. {
  307. if (scene)
  308. UpdateEventSubscription();
  309. else
  310. {
  311. UnsubscribeFromEvent(E_SCENEUPDATE);
  312. UnsubscribeFromEvent(E_SCENEPOSTUPDATE);
  313. #ifdef ATOMIC_PHYSICS
  314. UnsubscribeFromEvent(E_PHYSICSPRESTEP);
  315. UnsubscribeFromEvent(E_PHYSICSPOSTSTEP);
  316. #endif
  317. currentEventMask_ = 0;
  318. }
  319. }
  320. void JSComponent::UpdateEventSubscription()
  321. {
  322. Scene* scene = GetScene();
  323. if (!scene)
  324. return;
  325. bool enabled = IsEnabledEffective();
  326. bool needUpdate = enabled && ((updateEventMask_ & USE_UPDATE) || !delayedStartCalled_);
  327. if (needUpdate && !(currentEventMask_ & USE_UPDATE))
  328. {
  329. SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(JSComponent, HandleSceneUpdate));
  330. currentEventMask_ |= USE_UPDATE;
  331. }
  332. else if (!needUpdate && (currentEventMask_ & USE_UPDATE))
  333. {
  334. UnsubscribeFromEvent(scene, E_SCENEUPDATE);
  335. currentEventMask_ &= ~USE_UPDATE;
  336. }
  337. bool needPostUpdate = enabled && (updateEventMask_ & USE_POSTUPDATE);
  338. if (needPostUpdate && !(currentEventMask_ & USE_POSTUPDATE))
  339. {
  340. SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(JSComponent, HandleScenePostUpdate));
  341. currentEventMask_ |= USE_POSTUPDATE;
  342. }
  343. else if (!needUpdate && (currentEventMask_ & USE_POSTUPDATE))
  344. {
  345. UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
  346. currentEventMask_ &= ~USE_POSTUPDATE;
  347. }
  348. #ifdef ATOMIC_PHYSICS
  349. PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
  350. if (!world)
  351. return;
  352. bool needFixedUpdate = enabled && (updateEventMask_ & USE_FIXEDUPDATE);
  353. if (needFixedUpdate && !(currentEventMask_ & USE_FIXEDUPDATE))
  354. {
  355. SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(JSComponent, HandlePhysicsPreStep));
  356. currentEventMask_ |= USE_FIXEDUPDATE;
  357. }
  358. else if (!needFixedUpdate && (currentEventMask_ & USE_FIXEDUPDATE))
  359. {
  360. UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
  361. currentEventMask_ &= ~USE_FIXEDUPDATE;
  362. }
  363. bool needFixedPostUpdate = enabled && (updateEventMask_ & USE_FIXEDPOSTUPDATE);
  364. if (needFixedPostUpdate && !(currentEventMask_ & USE_FIXEDPOSTUPDATE))
  365. {
  366. SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(JSComponent, HandlePhysicsPostStep));
  367. currentEventMask_ |= USE_FIXEDPOSTUPDATE;
  368. }
  369. else if (!needFixedPostUpdate && (currentEventMask_ & USE_FIXEDPOSTUPDATE))
  370. {
  371. UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
  372. currentEventMask_ &= ~USE_FIXEDPOSTUPDATE;
  373. }
  374. #endif
  375. }
  376. void JSComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
  377. {
  378. using namespace SceneUpdate;
  379. assert(!destroyed_);
  380. // Execute user-defined delayed start function before first update
  381. if (!delayedStartCalled_)
  382. {
  383. DelayedStart();
  384. delayedStartCalled_ = true;
  385. // If did not need actual update events, unsubscribe now
  386. if (!(updateEventMask_ & USE_UPDATE))
  387. {
  388. UnsubscribeFromEvent(GetScene(), E_SCENEUPDATE);
  389. currentEventMask_ &= ~USE_UPDATE;
  390. return;
  391. }
  392. }
  393. // Then execute user-defined update function
  394. Update(eventData[P_TIMESTEP].GetFloat());
  395. }
  396. void JSComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
  397. {
  398. using namespace ScenePostUpdate;
  399. // Execute user-defined post-update function
  400. PostUpdate(eventData[P_TIMESTEP].GetFloat());
  401. }
  402. #ifdef ATOMIC_PHYSICS
  403. void JSComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  404. {
  405. using namespace PhysicsPreStep;
  406. // Execute user-defined fixed update function
  407. FixedUpdate(eventData[P_TIMESTEP].GetFloat());
  408. }
  409. void JSComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
  410. {
  411. using namespace PhysicsPostStep;
  412. // Execute user-defined fixed post-update function
  413. FixedPostUpdate(eventData[P_TIMESTEP].GetFloat());
  414. }
  415. #endif
  416. bool JSComponent::Load(Deserializer& source, bool setInstanceDefault)
  417. {
  418. loading_ = true;
  419. bool success = Component::Load(source, setInstanceDefault);
  420. loading_ = false;
  421. return success;
  422. }
  423. bool JSComponent::LoadXML(const XMLElement& source, bool setInstanceDefault)
  424. {
  425. loading_ = true;
  426. bool success = Component::LoadXML(source, setInstanceDefault);
  427. loading_ = false;
  428. return success;
  429. }
  430. void JSComponent::SetComponentFile(JSComponentFile* cfile, bool loading)
  431. {
  432. componentFile_ = cfile;
  433. }
  434. ResourceRef JSComponent::GetScriptAttr() const
  435. {
  436. return GetResourceRef(componentFile_, JSComponentFile::GetTypeStatic());
  437. }
  438. void JSComponent::SetScriptAttr(const ResourceRef& value)
  439. {
  440. ResourceCache* cache = GetSubsystem<ResourceCache>();
  441. SetComponentFile(cache->GetResource<JSComponentFile>(value.name_), loading_);
  442. }
  443. }