0ad/source/simulation2/scripting/ScriptComponent.cpp

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/* Copyright (C) 2021 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 "ScriptComponent.h"
#include "scriptinterface/FunctionWrapper.h"
#include "simulation2/serialization/ISerializer.h"
#include "simulation2/serialization/IDeserializer.h"
CComponentTypeScript::CComponentTypeScript(const ScriptInterface& scriptInterface, JS::HandleValue instance) :
m_ScriptInterface(scriptInterface), m_Instance(scriptInterface.GetGeneralJSContext(), instance)
{
}
void CComponentTypeScript::Init(const CParamNode& paramNode, entity_id_t ent)
{
ScriptRequest rq(m_ScriptInterface);
m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
ScriptFunction::CallVoid(rq, m_Instance, "Init");
}
void CComponentTypeScript::Deinit()
{
ScriptRequest rq(m_ScriptInterface);
ScriptFunction::CallVoid(rq, m_Instance, "Deinit");
}
void CComponentTypeScript::HandleMessage(const CMessage& msg, bool global)
{
ScriptRequest rq(m_ScriptInterface);
const char* name = global ? msg.GetScriptGlobalHandlerName() : msg.GetScriptHandlerName();
JS::RootedValue msgVal(rq.cx, msg.ToJSValCached(m_ScriptInterface));
if (!ScriptFunction::CallVoid(rq, m_Instance, name, msgVal))
LOGERROR("Script message handler %s failed", name);
}
void CComponentTypeScript::Serialize(ISerializer& serialize)
{
ScriptRequest rq(m_ScriptInterface);
serialize.ScriptVal("comp", &m_Instance);
}
void CComponentTypeScript::Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
{
ScriptRequest rq(m_ScriptInterface);
m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true, false);
m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true, false);
deserialize.ScriptObjectAssign("comp", m_Instance);
}