/* Copyright (C) 2017 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 . */ #include "precompiled.h" #include "scriptinterface/ScriptConversions.h" #include "gui/IGUIObject.h" #include "lib/external_libraries/libsdl.h" #include "ps/Hotkey.h" #include "maths/Vector2D.h" #define SET(obj, name, value) STMT(JS::RootedValue v_(cx); AssignOrToJSVal(cx, &v_, (value)); JS_SetProperty(cx, obj, (name), v_)) // ignore JS_SetProperty return value, because errors should be impossible // and we can't do anything useful in the case of errors anyway template<> void ScriptInterface::ToJSVal(JSContext* cx, JS::MutableHandleValue ret, SDL_Event_ const& val) { JSAutoRequest rq(cx); const char* typeName; switch (val.ev.type) { case SDL_WINDOWEVENT: typeName = "windowevent"; break; case SDL_KEYDOWN: typeName = "keydown"; break; case SDL_KEYUP: typeName = "keyup"; break; case SDL_MOUSEMOTION: typeName = "mousemotion"; break; case SDL_MOUSEBUTTONDOWN: typeName = "mousebuttondown"; break; case SDL_MOUSEBUTTONUP: typeName = "mousebuttonup"; break; case SDL_QUIT: typeName = "quit"; break; case SDL_HOTKEYDOWN: typeName = "hotkeydown"; break; case SDL_HOTKEYUP: typeName = "hotkeyup"; break; default: typeName = "(unknown)"; break; } JS::RootedObject obj(cx, JS_NewPlainObject(cx)); if (!obj) { ret.setUndefined(); return; } SET(obj, "type", typeName); switch (val.ev.type) { case SDL_KEYDOWN: case SDL_KEYUP: { // SET(obj, "which", (int)val.ev.key.which); // (not in wsdl.h) // SET(obj, "state", (int)val.ev.key.state); // (not in wsdl.h) JS::RootedObject keysym(cx, JS_NewPlainObject(cx)); if (!keysym) { ret.setUndefined(); return; } JS::RootedValue keysymVal(cx, JS::ObjectValue(*keysym)); JS_SetProperty(cx, obj, "keysym", keysymVal); // SET(keysym, "scancode", (int)val.ev.key.keysym.scancode); // (not in wsdl.h) SET(keysym, "sym", (int)val.ev.key.keysym.sym); // SET(keysym, "mod", (int)val.ev.key.keysym.mod); // (not in wsdl.h) { SET(keysym, "unicode", JS::UndefinedHandleValue); } // TODO: scripts have no idea what all the key/mod enum values are; // we should probably expose them as constants if we expect scripts to use them break; } case SDL_MOUSEMOTION: { // SET(obj, "which", (int)val.ev.motion.which); // (not in wsdl.h) // SET(obj, "state", (int)val.ev.motion.state); // (not in wsdl.h) SET(obj, "x", (int)val.ev.motion.x); SET(obj, "y", (int)val.ev.motion.y); // SET(obj, "xrel", (int)val.ev.motion.xrel); // (not in wsdl.h) // SET(obj, "yrel", (int)val.ev.motion.yrel); // (not in wsdl.h) break; } case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { // SET(obj, "which", (int)val.ev.button.which); // (not in wsdl.h) SET(obj, "button", (int)val.ev.button.button); SET(obj, "state", (int)val.ev.button.state); SET(obj, "x", (int)val.ev.button.x); SET(obj, "y", (int)val.ev.button.y); break; } case SDL_HOTKEYDOWN: case SDL_HOTKEYUP: { SET(obj, "hotkey", static_cast(val.ev.user.data1)); break; } } ret.setObject(*obj); } template<> void ScriptInterface::ToJSVal(JSContext* UNUSED(cx), JS::MutableHandleValue ret, IGUIObject* const& val) { if (val == NULL) ret.setNull(); else ret.setObject(*val->GetJSObject()); } template<> void ScriptInterface::ToJSVal(JSContext* cx, JS::MutableHandleValue ret, const CGUIString& val) { ScriptInterface::ToJSVal(cx, ret, val.GetOriginalString()); } template<> bool ScriptInterface::FromJSVal(JSContext* cx, JS::HandleValue v, CGUIString& out) { std::wstring val; if (!ScriptInterface::FromJSVal(cx, v, val)) return false; out.SetValue(val); return true; } // define some vectors JSVAL_VECTOR(CVector2D) JSVAL_VECTOR(std::vector) JSVAL_VECTOR(CGUIString)