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https://gitea.wildfiregames.com/0ad/0ad
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Make CGUISpriteInstance non-copyable to further harden Philips protection from8f4f8e240fagainst unintentional copies of its DrawCall cache such as inc19f3608a5. Remove its copy constructor from849f50a500, make it movable, and until it becomes otherwise necessary, force move assignment when sprites are assigned. Improves the fixes of the compiler warnings about deprecated implicit copy constructors in8a32b0b3d4by avoiding the copies instead of copying explicitly. Add ToJSVal, FromJSVal for CGUISprinteInstance to make JSI_IGUIObject::getProperty and setProperty more consistent. Rename Sprite operator= to SetName to reduce ambiguity. Pass CRect by reference in CGUISpriteInstance::Draw. Differential Revision: https://code.wildfiregames.com/D2133 Comments By: wraitii This was SVN commit r22570.
303 lines
7.9 KiB
C++
303 lines
7.9 KiB
C++
/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "gui/CGUIColor.h"
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#include "gui/CGUIList.h"
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#include "gui/CGUISeries.h"
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#include "gui/GUIbase.h"
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#include "gui/IGUIObject.h"
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#include "lib/external_libraries/libsdl.h"
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#include "maths/Vector2D.h"
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#include "ps/Hotkey.h"
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#include "scriptinterface/ScriptConversions.h"
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#define SET(obj, name, value) STMT(JS::RootedValue v_(cx); AssignOrToJSVal(cx, &v_, (value)); JS_SetProperty(cx, obj, (name), v_))
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// ignore JS_SetProperty return value, because errors should be impossible
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// and we can't do anything useful in the case of errors anyway
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template<> void ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, JS::MutableHandleValue ret, SDL_Event_ const& val)
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{
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JSAutoRequest rq(cx);
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const char* typeName;
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switch (val.ev.type)
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{
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case SDL_WINDOWEVENT: typeName = "windowevent"; break;
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case SDL_KEYDOWN: typeName = "keydown"; break;
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case SDL_KEYUP: typeName = "keyup"; break;
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case SDL_MOUSEMOTION: typeName = "mousemotion"; break;
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case SDL_MOUSEBUTTONDOWN: typeName = "mousebuttondown"; break;
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case SDL_MOUSEBUTTONUP: typeName = "mousebuttonup"; break;
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case SDL_QUIT: typeName = "quit"; break;
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case SDL_HOTKEYDOWN: typeName = "hotkeydown"; break;
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case SDL_HOTKEYUP: typeName = "hotkeyup"; break;
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default: typeName = "(unknown)"; break;
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}
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JS::RootedObject obj(cx, JS_NewPlainObject(cx));
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if (!obj)
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{
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ret.setUndefined();
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return;
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}
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SET(obj, "type", typeName);
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switch (val.ev.type)
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{
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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// SET(obj, "which", (int)val.ev.key.which); // (not in wsdl.h)
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// SET(obj, "state", (int)val.ev.key.state); // (not in wsdl.h)
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JS::RootedObject keysym(cx, JS_NewPlainObject(cx));
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if (!keysym)
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{
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ret.setUndefined();
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return;
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}
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JS::RootedValue keysymVal(cx, JS::ObjectValue(*keysym));
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JS_SetProperty(cx, obj, "keysym", keysymVal);
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// SET(keysym, "scancode", (int)val.ev.key.keysym.scancode); // (not in wsdl.h)
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SET(keysym, "sym", (int)val.ev.key.keysym.sym);
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// SET(keysym, "mod", (int)val.ev.key.keysym.mod); // (not in wsdl.h)
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{
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SET(keysym, "unicode", JS::UndefinedHandleValue);
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}
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// TODO: scripts have no idea what all the key/mod enum values are;
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// we should probably expose them as constants if we expect scripts to use them
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break;
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}
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case SDL_MOUSEMOTION:
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{
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// SET(obj, "which", (int)val.ev.motion.which); // (not in wsdl.h)
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// SET(obj, "state", (int)val.ev.motion.state); // (not in wsdl.h)
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SET(obj, "x", (int)val.ev.motion.x);
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SET(obj, "y", (int)val.ev.motion.y);
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// SET(obj, "xrel", (int)val.ev.motion.xrel); // (not in wsdl.h)
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// SET(obj, "yrel", (int)val.ev.motion.yrel); // (not in wsdl.h)
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break;
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}
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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// SET(obj, "which", (int)val.ev.button.which); // (not in wsdl.h)
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SET(obj, "button", (int)val.ev.button.button);
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SET(obj, "state", (int)val.ev.button.state);
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SET(obj, "x", (int)val.ev.button.x);
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SET(obj, "y", (int)val.ev.button.y);
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SET(obj, "clicks", (int)val.ev.button.clicks);
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break;
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}
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case SDL_HOTKEYDOWN:
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case SDL_HOTKEYUP:
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{
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SET(obj, "hotkey", static_cast<const char*>(val.ev.user.data1));
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break;
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}
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}
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ret.setObject(*obj);
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}
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template<> void ScriptInterface::ToJSVal<IGUIObject*>(JSContext* UNUSED(cx), JS::MutableHandleValue ret, IGUIObject* const& val)
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{
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if (val == NULL)
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ret.setNull();
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else
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ret.setObject(*val->GetJSObject());
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}
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template<> void ScriptInterface::ToJSVal<CGUIString>(JSContext* cx, JS::MutableHandleValue ret, const CGUIString& val)
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{
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ScriptInterface::ToJSVal(cx, ret, val.GetOriginalString());
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}
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template<> bool ScriptInterface::FromJSVal<CGUIString>(JSContext* cx, JS::HandleValue v, CGUIString& out)
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{
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std::wstring val;
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if (!FromJSVal(cx, v, val))
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return false;
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out.SetValue(val);
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return true;
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}
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JSVAL_VECTOR(CVector2D)
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JSVAL_VECTOR(std::vector<CVector2D>)
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JSVAL_VECTOR(CGUIString)
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template<> void ScriptInterface::ToJSVal<CGUIColor>(JSContext* cx, JS::MutableHandleValue ret, const CGUIColor& val)
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{
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ToJSVal<CColor>(cx, ret, val);
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}
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template<> bool ScriptInterface::FromJSVal<CGUIColor>(JSContext* cx, JS::HandleValue v, CGUIColor& out)
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{
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if (v.isString())
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{
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CStr name;
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if (!FromJSVal(cx, v, name))
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return false;
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if (!out.ParseString(name))
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{
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JS_ReportError(cx, "Invalid color '%s'", name.c_str());
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return false;
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}
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return true;
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}
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// Parse as object
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return FromJSVal<CColor>(cx, v, out);
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}
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template<> void ScriptInterface::ToJSVal<CClientArea>(JSContext* cx, JS::MutableHandleValue ret, const CClientArea& val)
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{
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val.ToJSVal(cx, ret);
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}
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template<> bool ScriptInterface::FromJSVal<CClientArea>(JSContext* cx, JS::HandleValue v, CClientArea& out)
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{
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return out.FromJSVal(cx, v);
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}
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template<> void ScriptInterface::ToJSVal<CGUIList>(JSContext* cx, JS::MutableHandleValue ret, const CGUIList& val)
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{
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ToJSVal(cx, ret, val.m_Items);
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}
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template<> bool ScriptInterface::FromJSVal<CGUIList>(JSContext* cx, JS::HandleValue v, CGUIList& out)
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{
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return FromJSVal(cx, v, out.m_Items);
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}
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template<> void ScriptInterface::ToJSVal<CGUISeries>(JSContext* cx, JS::MutableHandleValue ret, const CGUISeries& val)
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{
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ToJSVal(cx, ret, val.m_Series);
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}
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template<> bool ScriptInterface::FromJSVal<CGUISeries>(JSContext* cx, JS::HandleValue v, CGUISeries& out)
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{
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return FromJSVal(cx, v, out.m_Series);
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}
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template<> void ScriptInterface::ToJSVal<EVAlign>(JSContext* cx, JS::MutableHandleValue ret, const EVAlign& val)
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{
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std::string word;
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switch (val)
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{
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case EVAlign_Top:
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word = "top";
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break;
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case EVAlign_Bottom:
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word = "bottom";
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break;
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case EVAlign_Center:
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word = "center";
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break;
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default:
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word = "error";
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JS_ReportError(cx, "Invalid EVAlign");
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break;
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}
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ToJSVal(cx, ret, word);
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}
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template<> bool ScriptInterface::FromJSVal<EVAlign>(JSContext* cx, JS::HandleValue v, EVAlign& out)
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{
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std::string word;
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FromJSVal(cx, v, word);
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if (word == "top")
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out = EVAlign_Top;
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else if (word == "bottom")
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out = EVAlign_Bottom;
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else if (word == "center")
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out = EVAlign_Center;
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else
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{
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out = EVAlign_Top;
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JS_ReportError(cx, "Invalid alignment (should be 'left', 'right' or 'center')");
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return false;
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}
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return true;
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}
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template<> void ScriptInterface::ToJSVal<EAlign>(JSContext* cx, JS::MutableHandleValue ret, const EAlign& val)
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{
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std::string word;
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switch (val)
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{
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case EAlign_Left:
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word = "left";
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break;
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case EAlign_Right:
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word = "right";
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break;
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case EAlign_Center:
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word = "center";
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break;
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default:
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word = "error";
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JS_ReportError(cx, "Invalid alignment (should be 'left', 'right' or 'center')");
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break;
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}
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ToJSVal(cx, ret, word);
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}
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template<> bool ScriptInterface::FromJSVal<EAlign>(JSContext* cx, JS::HandleValue v, EAlign& out)
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{
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std::string word;
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FromJSVal(cx, v, word);
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if (word == "left")
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out = EAlign_Left;
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else if (word == "right")
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out = EAlign_Right;
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else if (word == "center")
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out = EAlign_Center;
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else
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{
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out = EAlign_Left;
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JS_ReportError(cx, "Invalid alignment (should be 'left', 'right' or 'center')");
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return false;
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}
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return true;
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}
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template<> void ScriptInterface::ToJSVal<CGUISpriteInstance>(JSContext* cx, JS::MutableHandleValue ret, const CGUISpriteInstance& val)
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{
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ToJSVal(cx, ret, val.GetName());
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}
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template<> bool ScriptInterface::FromJSVal<CGUISpriteInstance>(JSContext* cx, JS::HandleValue v, CGUISpriteInstance& out)
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{
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std::string name;
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if (!FromJSVal(cx, v, name))
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return false;
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out.SetName(name);
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return true;
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}
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