0ad/source/gui/CGUISetting.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

130 lines
3.3 KiB
C++
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/* Copyright (C) 2023 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 "CGUISetting.h"
#include "gui/CGUI.h"
#include "gui/CGUISprite.h"
#include "gui/ObjectBases/IGUIObject.h"
#include "gui/SettingTypes/CGUIList.h"
#include "gui/SettingTypes/CGUISeries.h"
#include "gui/SettingTypes/CGUISize.h"
#include "gui/SettingTypes/CGUIString.h"
#include "gui/SettingTypes/EAlign.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "scriptinterface/ScriptConversions.h"
IGUISetting::IGUISetting(const CStr& name, IGUIObject* owner) : m_Object(*owner), m_Name(name)
{
m_Object.RegisterSetting(m_Name, this);
}
IGUISetting::IGUISetting(IGUISetting&& other) : m_Object(other.m_Object), m_Name(other.m_Name)
{
m_Object.ReregisterSetting(m_Name, this);
}
bool IGUISetting::FromString(const CStrW& value, const bool sendMessage)
{
if (!DoFromString(value))
return false;
OnSettingChange(GetName(), sendMessage);
return true;
}
/**
* Parses the given JS::Value using ScriptInterface::FromJSVal and assigns it to the setting data.
*/
bool IGUISetting::FromJSVal(const ScriptRequest& rq, JS::HandleValue value, const bool sendMessage)
{
if (!DoFromJSVal(rq, value))
return false;
OnSettingChange(GetName(), sendMessage);
return true;
}
void IGUISetting::OnSettingChange(const CStr& setting, bool sendMessage)
{
m_Object.SettingChanged(setting, sendMessage);
}
template<typename T>
bool CGUISimpleSetting<T>::DoFromString(const CStrW& value)
{
return CGUI::ParseString<T>(&m_Object.GetGUI(), value, m_Setting);
};
template<>
bool CGUISimpleSetting<CGUIColor>::DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value)
{
if (value.isString())
{
CStr name;
if (!Script::FromJSVal(rq, value, name))
return false;
if (!m_Setting.ParseString(m_Object.GetGUI(), name))
{
LOGERROR("Invalid color '%s'", name.c_str());
return false;
}
return true;
}
return Script::FromJSVal<CColor>(rq, value, m_Setting);
};
template<typename T>
bool CGUISimpleSetting<T>::DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value)
{
return Script::FromJSVal<T>(rq, value, m_Setting);
};
template<typename T>
void CGUISimpleSetting<T>::ToJSVal(const ScriptRequest& rq, JS::MutableHandleValue value)
{
Script::ToJSVal<T>(rq, value, m_Setting);
};
/**
* Explicitly instantiate CGUISimpleSetting for the basic types.
*/
#define TYPE(T) \
template class CGUISimpleSetting<T>;
TYPE(bool)
TYPE(i32)
TYPE(u32)
TYPE(float)
TYPE(CVector2D)
TYPE(CStr)
TYPE(CStrW)
// TODO: make these inherit from CGUISimpleSetting directly.
TYPE(CGUISize)
TYPE(CGUIColor)
TYPE(CGUISpriteInstance)
TYPE(CGUIString)
TYPE(EAlign)
TYPE(EVAlign)
TYPE(CGUIList)
TYPE(CGUISeries)
#undef TYPE