Exemple #1
0
void UI_ExecuteEventActions (uiNode_t* source, const uiAction_t* firstAction)
{
	uiCallContext_t context;
	OBJZERO(context);
	context.source = source;
	context.useCmdParam = false;
	UI_ExecuteActions(firstAction, &context);
}
Exemple #2
0
void UI_ExecuteEventActionsEx (uiNode_t* source, const uiAction_t* firstAction, linkedList_t *params)
{
	uiCallContext_t context;
	OBJZERO(context);
	context.source = source;
	context.useCmdParam = false;
	context.params = params;
	context.paramNumber = LIST_Count(params);
	UI_ExecuteActions(firstAction, &context);
}
Exemple #3
0
/**
 * @brief Execute an action from a source
 * @param[in] context Context node
 * @param[in] action Action to execute
 */
static void UI_ExecuteAction (const uiAction_t* action, uiCallContext_t *context)
{
	switch (action->type) {
	case EA_NULL:
		/* do nothing */
		break;

	case EA_CMD:
		/* execute a command */
		if (action->d.terminal.d1.constString)
			Cbuf_AddText(UI_GenInjectedString(action->d.terminal.d1.constString, true, context));
		break;

	case EA_CALL:
	case EA_LISTENER:
		UI_ExecuteCallAction(action, context);
		break;

	case EA_POPVARS:
		{
			int i;
			const int number = action->d.terminal.d1.integer;
			assert(number <= context->varNumber);
			for (i = 0; i < number; i++) {
				const int varId = context->varPosition + context->varNumber - i - 1;
				UI_ReleaseVariable(&(ui_global.variableStack[varId]));
			}
			context->varNumber -= number;
		}
		break;

	case EA_PUSHVARS:
#ifdef DEBUG
		/* check sanity */
		/** @todo check var slots should be empty */
#endif
		context->varNumber += action->d.terminal.d1.integer;
		if (context->varNumber >= UI_MAX_VARIABLESTACK)
			Com_Error(ERR_FATAL, "UI_ExecuteAction: Variable stack full. UI_MAX_VARIABLESTACK hit.");
		break;

	case EA_ASSIGN:
		UI_ExecuteSetAction(action, context);
		break;

	case EA_DELETE:
		{
			const char* cvarname = action->d.nonTerminal.left->d.terminal.d1.constString;
			Cvar_Delete(cvarname);
			break;
		}

	case EA_WHILE:
		{
			int loop = 0;
			while (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
				UI_ExecuteActions(action->d.nonTerminal.right, context);
				if (loop > 1000) {
					Com_Printf("UI_ExecuteAction: Infinite loop. Force breaking 'while'\n");
					break;
				}
				loop++;
			}
			break;
		}

	case EA_IF:
		if (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
			UI_ExecuteActions(action->d.nonTerminal.right, context);
			return;
		}
		action = action->next;
		while (action && action->type == EA_ELIF) {
			if (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
				UI_ExecuteActions(action->d.nonTerminal.right, context);
				return;
			}
			action = action->next;
		}
		if (action && action->type == EA_ELSE) {
			UI_ExecuteActions(action->d.nonTerminal.right, context);
		}
		break;

	/** @todo Skipping actions like that is a bad way. the function should return the next action,
	 * or we should move IF,ELSE,ELIF... in a IF block and not interleave it with default actions
	 */
	case EA_ELSE:
	case EA_ELIF:
		/* previous EA_IF execute this action */
		break;

	default:
		Com_Error(ERR_FATAL, "UI_ExecuteAction: Unknown action type %i", action->type);
	}
}
Exemple #4
0
static inline void UI_ExecuteCallAction (const uiAction_t* action, const uiCallContext_t *context)
{
	uiNode_t* callNode = NULL;
	uiAction_t* param;
	uiAction_t* left = action->d.nonTerminal.left;
	uiCallContext_t newContext;
	const value_t* callProperty = NULL;
	const char* path = left->d.terminal.d1.constString;

	if (left->type == EA_VALUE_PATHPROPERTY || left->type == EA_VALUE_PATHNODE)
		path = left->d.terminal.d1.constString;
	else if (left->type == EA_VALUE_PATHPROPERTY_WITHINJECTION || left->type == EA_VALUE_PATHNODE_WITHINJECTION)
		path = UI_GenInjectedString(left->d.terminal.d1.constString, false, context);
	UI_ReadNodePath(path, context->source, &callNode, &callProperty);

	if (callNode == NULL) {
		Com_Printf("UI_ExecuteCallAction: Node from path \"%s\" not found (relative to \"%s\").\n", path, UI_GetPath(context->source));
		return;
	}

	if (callProperty != NULL && callProperty->type != V_UI_ACTION && callProperty->type != V_UI_NODEMETHOD) {
		Com_Printf("UI_ExecuteCallAction: Call operand %d unsupported. (%s)\n", callProperty->type, UI_GetPath(callNode));
		return;
	}

	newContext.source = callNode;
	newContext.params = NULL;
	newContext.paramNumber = 0;
	newContext.varNumber = 0;
	newContext.varPosition = context->varPosition + context->varNumber;

	if (action->type == EA_LISTENER) {
		newContext.useCmdParam = context->useCmdParam;

		if (!newContext.useCmdParam) {
			linkedList_t *p = context->params;
			while (p) {
				const char* value = (char*) p->data;
				LIST_AddString(&newContext.params, value);
				newContext.paramNumber++;
				p = p->next;
			}
		}
	} else {
		newContext.useCmdParam = false;

		param = action->d.nonTerminal.right;
		while (param) {
			const char* value;
			value = UI_GetStringFromExpression(param, context);
			LIST_AddString(&newContext.params, value);
			newContext.paramNumber++;
			param = param->next;
		}
	}

	if (callProperty == NULL || callProperty->type == V_UI_ACTION) {
		uiAction_t const* const actionsRef = callProperty ? Com_GetValue<uiAction_t*>(callNode, callProperty) : callNode->onClick;
		UI_ExecuteActions(actionsRef, &newContext);
	} else if (callProperty->type == V_UI_NODEMETHOD) {
		uiNodeMethod_t func = (uiNodeMethod_t) callProperty->ofs;
		func(callNode, &newContext);
	} else {
		/* unreachable, already checked few line before */
		assert(false);
	}

	LIST_Delete(&newContext.params);
}
Exemple #5
0
/**
 * @brief Execute an action from a source
 * @param[in] context Context node
 * @param[in] action Action to execute
 */
static void UI_ExecuteAction (const uiAction_t* action, uiCallContext_t* context)
{
    switch (action->type) {
    case EA_NULL:
        /* do nothing */
        break;

    case EA_CMD:
        /* execute a command */
        if (action->d.terminal.d1.constString)
            Cbuf_AddText("%s\n", UI_GenInjectedString(action->d.terminal.d1.constString, true, context));
        break;

    case EA_CALL:
    case EA_LISTENER:
        UI_ExecuteCallAction(action, context);
        break;

    case EA_POPVARS:
    {
        const int number = action->d.terminal.d1.integer;
        assert(number <= context->varNumber);
        for (int i = 0; i < number; i++) {
            const int varId = context->varPosition + context->varNumber - i - 1;
            UI_ReleaseVariable(&(ui_global.variableStack[varId]));
        }
        context->varNumber -= number;
    }
    break;

    case EA_PUSHVARS:
#ifdef DEBUG
        /* check sanity */
        /** @todo check var slots should be empty */
#endif
        context->varNumber += action->d.terminal.d1.integer;
        if (context->varNumber >= UI_MAX_VARIABLESTACK)
            Com_Error(ERR_FATAL, "UI_ExecuteAction: Variable stack full. UI_MAX_VARIABLESTACK hit.");
        break;

    case EA_ASSIGN:
        UI_ExecuteSetAction(action, context);
        break;

    case EA_DELETE:
    {
        const char* cvarname = action->d.nonTerminal.left->d.terminal.d1.constString;
        Cvar_Delete(cvarname);
        break;
    }

    case EA_WHILE:
    {
        int loop = 0;
        while (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
            UI_ExecuteActions(action->d.nonTerminal.right, context);
            if (context->breakLoop) {
                context->breakLoop = false;
                break;
            }
            if (loop > 1000) {
                Com_Printf("UI_ExecuteAction: Infinite loop. Force breaking 'while'\n");
                break;
            }
            loop++;
        }
        break;
    }

    /*
    	expected usage in .ufo scripts:

    	forchildin ( *node:someNode ) {
    		...
    		*node:child  <-- reference the child being iterated
    		...
    	}
    */
    case EA_FORCHILDIN:
    {
        uiNode_t* root;
        root = UI_GetNodeFromExpression(action->d.nonTerminal.left, context, nullptr);
        if (!root) {
            break;
        }

        int loop = 0;
        for (uiNode_t* node = root->firstChild; node; node = node->next, loop++) {
            /* associate the child node with the call context so it can be referenced inside the
               script block */
            context->tagNode = node;
            /* execute the script block inside the forchildin loop */
            UI_ExecuteActions(action->d.nonTerminal.right, context);
            /* clean the tag node */
            context->tagNode = nullptr;
            if (context->breakLoop) {
                context->breakLoop = false;
                break;
            }
            if (loop > 1000) {
                Com_Printf("UI_ExecuteAction: Infinite loop. Force breaking 'forchildin'\n");
                break;
            }
        }
        break;
    }

    case EA_BREAK:
    {
        /* flag to break, the caller must check this flag before processing the next action in the list */
        Com_Printf("BREAK: break statement found\n");
        context->breakLoop = true;
        break;
    }

    case EA_IF:
        if (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
            UI_ExecuteActions(action->d.nonTerminal.right, context);
            return;
        }
        action = action->next;
        while (action && action->type == EA_ELIF) {
            if (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
                UI_ExecuteActions(action->d.nonTerminal.right, context);
                return;
            }
            action = action->next;
        }
        if (action && action->type == EA_ELSE) {
            UI_ExecuteActions(action->d.nonTerminal.right, context);
        }
        break;

    /** @todo Skipping actions like that is a bad way. the function should return the next action,
     * or we should move IF, ELSE, ELIF... in a IF block and not interleave it with default actions
     */
    case EA_ELSE:
    case EA_ELIF:
        /* previous EA_IF execute this action */
        break;

    default:
        Com_Error(ERR_FATAL, "UI_ExecuteAction: Unknown action type %i", action->type);
    }
}
Exemple #6
0
static inline void UI_ExecuteCallAction (const uiAction_t* action, const uiCallContext_t* context)
{
    uiNode_t* callNode = nullptr;
    uiAction_t* param;
    uiAction_t* left = action->d.nonTerminal.left;
    uiCallContext_t newContext;
    const value_t* callProperty = nullptr;
    value_t luaMethod;
    const char* path = left->d.terminal.d1.constString;

    // clear luaMethod structure before using it
    memset(&luaMethod, 0, sizeof(luaMethod));

    if (left->type == EA_VALUE_PATHPROPERTY || left->type == EA_VALUE_PATHNODE)
        path = left->d.terminal.d1.constString;
    else if (left->type == EA_VALUE_PATHPROPERTY_WITHINJECTION || left->type == EA_VALUE_PATHNODE_WITHINJECTION)
        path = UI_GenInjectedString(left->d.terminal.d1.constString, false, context);

    UI_ReadNodePath(path, context->source, context->tagNode, &callNode, &callProperty, &luaMethod);
    if ((callNode == nullptr) && (!luaMethod.type)) {
        Com_Printf("UI_ExecuteCallAction: Node from path \"%s\" not found (relative to \"%s\").\n", path, UI_GetPath(context->source));
        return;
    }
    if (callProperty != nullptr && callProperty->type != V_UI_ACTION && callProperty->type != V_UI_NODEMETHOD && callProperty->type != V_UI_NODEMETHOD_LUA) {
        Com_Printf("UI_ExecuteCallAction: Call operand %d unsupported. (%s)\n", callProperty->type, UI_GetPath(callNode));
        return;
    }

    newContext.source = callNode;
    newContext.params = nullptr;
    newContext.paramNumber = 0;
    newContext.varNumber = 0;
    newContext.varPosition = context->varPosition + context->varNumber;
    newContext.breakLoop = false;

    if (action->type == EA_LISTENER) {
        newContext.useCmdParam = context->useCmdParam;

        if (!newContext.useCmdParam) {
            linkedList_t* p = context->params;
            while (p) {
                const char* value = (char*) p->data;
                LIST_AddString(&newContext.params, value);
                newContext.paramNumber++;
                p = p->next;
            }
        }
    } else {
        newContext.useCmdParam = false;

        param = action->d.nonTerminal.right;
        while (param) {
            const char* value;
            value = UI_GetStringFromExpression(param, context);
            LIST_AddString(&newContext.params, value);
            newContext.paramNumber++;
            param = param->next;
        }
    }

    if (luaMethod.type == V_UI_NODEMETHOD_LUA) {
        UI_ExecuteLuaMethod(callNode, luaMethod.ofs, newContext.params, newContext.paramNumber);
        Mem_Free(const_cast<char*>(luaMethod.string));
    }
    else if (callProperty == nullptr || callProperty->type == V_UI_ACTION) {
        uiAction_t const* const actionsRef = callProperty ? Com_GetValue<uiAction_t*>(callNode, callProperty) : callNode->onClick;
        if (actionsRef)
            UI_ExecuteActions(actionsRef, &newContext);
        if (callNode->lua_onClick != LUA_NOREF)
            UI_ExecuteLuaMethod(callNode, callNode->lua_onClick, newContext.params, newContext.paramNumber);
    }
    else if (callProperty->type == V_UI_NODEMETHOD) {
        uiNodeMethod_t func = (uiNodeMethod_t) callProperty->ofs;
        func(callNode, &newContext);
    }
    else {
        /* unreachable, already checked few line before */
        assert(false);
    }

    LIST_Delete(&newContext.params);
}