/* Copyright (C) 2010 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 "ScriptComponent.h" #include "simulation2/serialization/ISerializer.h" #include "simulation2/serialization/IDeserializer.h" CComponentTypeScript::CComponentTypeScript(ScriptInterface& scriptInterface, jsval instance) : m_ScriptInterface(scriptInterface), m_Instance(instance) { debug_assert(instance); m_ScriptInterface.AddRoot(&m_Instance, "CComponentTypeScript.m_Instance"); // Cache the property detection for efficiency m_HasCustomSerialize = m_ScriptInterface.HasProperty(m_Instance, "Serialize"); } CComponentTypeScript::~CComponentTypeScript() { m_ScriptInterface.RemoveRoot(&m_Instance); } void CComponentTypeScript::Init(const CSimContext& UNUSED(context), const CParamNode& paramNode, entity_id_t ent) { m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true); m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true); m_ScriptInterface.CallFunctionVoid(m_Instance, "Init"); } void CComponentTypeScript::Deinit(const CSimContext& UNUSED(context)) { m_ScriptInterface.CallFunctionVoid(m_Instance, "Deinit"); } void CComponentTypeScript::HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool global) { const char* name = global ? msg.GetScriptGlobalHandlerName() : msg.GetScriptHandlerName(); CScriptVal msgVal = msg.ToJSValCached(m_ScriptInterface); if (!m_ScriptInterface.CallFunctionVoid(m_Instance, name, msgVal)) LOGERROR(L"Script message handler %hs failed", name); } void CComponentTypeScript::Serialize(ISerializer& serialize) { // Support a custom "Serialize" function, which returns a new object that will be // serialized instead of the component itself if (m_HasCustomSerialize) { CScriptValRooted val; if (!m_ScriptInterface.CallFunction(m_Instance, "Serialize", val)) LOGERROR(L"Script Serialize call failed"); serialize.ScriptVal("object", val); } else { serialize.ScriptVal("object", m_Instance); } } void CComponentTypeScript::Deserialize(const CSimContext& UNUSED(context), const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent) { // TODO: maybe we want to allow a script Deserialize() function, to mirror the Serialize() above // Use ScriptObjectAppend so we don't lose the carefully-constructed // prototype/parent of this object deserialize.ScriptObjectAppend(m_Instance); m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true); m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true); }