0ad/source/gui/Scripting/GuiScriptConversions.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

384 lines
10 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* 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 "gui/ObjectBases/IGUIObject.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "gui/SettingTypes/CGUIList.h"
#include "gui/SettingTypes/CGUISeries.h"
#include "gui/SettingTypes/CGUISize.h"
#include "gui/Scripting/JSInterface_GUIProxy.h"
#include "lib/external_libraries/libsdl.h"
#include "maths/Size2D.h"
#include "maths/Vector2D.h"
#include "ps/Hotkey.h"
#include "ps/CLogger.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptConversions.h"
#include <string>
#define SET(obj, name, value) STMT(JS::RootedValue v_(rq.cx); Script::ToJSVal(rq, &v_, (value)); JS_SetProperty(rq.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 Script::ToJSVal<SDL_Event_>(const ScriptRequest& rq, JS::MutableHandleValue ret, SDL_Event_ const& val)
{
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_HOTKEYPRESS: typeName = "hotkeypress"; break;
case SDL_HOTKEYDOWN: typeName = "hotkeydown"; break;
case SDL_HOTKEYUP: typeName = "hotkeyup"; break;
case SDL_HOTKEYPRESS_SILENT: typeName = "hotkeypresssilent"; break;
case SDL_HOTKEYUP_SILENT: typeName = "hotkeyupsilent"; break;
default: typeName = "(unknown)"; break;
}
JS::RootedObject obj(rq.cx, JS_NewPlainObject(rq.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(rq.cx, JS_NewPlainObject(rq.cx));
if (!keysym)
{
ret.setUndefined();
return;
}
JS::RootedValue keysymVal(rq.cx, JS::ObjectValue(*keysym));
JS_SetProperty(rq.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);
SET(obj, "clicks", (int)val.ev.button.clicks);
break;
}
case SDL_HOTKEYPRESS:
case SDL_HOTKEYDOWN:
case SDL_HOTKEYUP:
case SDL_HOTKEYPRESS_SILENT:
case SDL_HOTKEYUP_SILENT:
{
SET(obj, "hotkey", static_cast<const char*>(val.ev.user.data1));
break;
}
}
ret.setObject(*obj);
}
template<> void Script::ToJSVal<IGUIObject*>(const ScriptRequest& UNUSED(rq), JS::MutableHandleValue ret, IGUIObject* const& val)
{
if (val == nullptr)
ret.setNull();
else
ret.setObject(*val->GetJSObject());
}
template<> bool Script::FromJSVal<IGUIObject*>(const ScriptRequest& rq, JS::HandleValue v, IGUIObject*& out)
{
if (!v.isObject())
{
ScriptException::Raise(rq, "Value is not an IGUIObject.");
return false;
}
out = IGUIProxyObject::FromPrivateSlot<IGUIObject>(v.toObjectOrNull());
if (!out)
{
ScriptException::Raise(rq, "Value is not an IGUIObject.");
return false;
}
return true;
}
template<> void Script::ToJSVal<CGUIString>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CGUIString& val)
{
Script::ToJSVal(rq, ret, val.GetOriginalString());
}
template<> bool Script::FromJSVal<CGUIString>(const ScriptRequest& rq, JS::HandleValue v, CGUIString& out)
{
std::wstring val;
if (!FromJSVal(rq, v, val))
return false;
out.SetValue(val);
return true;
}
JSVAL_VECTOR(CVector2D)
JSVAL_VECTOR(std::vector<CVector2D>)
JSVAL_VECTOR(CGUIString)
template<> void Script::ToJSVal<CGUIColor>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CGUIColor& val)
{
ToJSVal<CColor>(rq, ret, val);
}
/**
* The color depends on the predefined color database stored in the current GUI page.
*/
template<> bool Script::FromJSVal<CGUIColor>(const ScriptRequest& rq, JS::HandleValue v, CGUIColor& out) = delete;
template<> void Script::ToJSVal<CRect>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CRect& val)
{
Script::CreateObject(
rq,
ret,
"left", val.left,
"right", val.right,
"top", val.top,
"bottom", val.bottom);
}
template<> void Script::ToJSVal<CGUISize>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CGUISize& val)
{
val.ToJSVal(rq, ret);
}
template<> bool Script::FromJSVal<CGUISize>(const ScriptRequest& rq, JS::HandleValue v, CGUISize& out)
{
return out.FromJSVal(rq, v);
}
template<> void Script::ToJSVal<CGUIList>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CGUIList& val)
{
ToJSVal(rq, ret, val.m_Items);
}
template<> bool Script::FromJSVal<CGUIList>(const ScriptRequest& rq, JS::HandleValue v, CGUIList& out)
{
return FromJSVal(rq, v, out.m_Items);
}
template<> void Script::ToJSVal<CGUISeries>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CGUISeries& val)
{
ToJSVal(rq, ret, val.m_Series);
}
template<> bool Script::FromJSVal<CGUISeries>(const ScriptRequest& rq, JS::HandleValue v, CGUISeries& out)
{
return FromJSVal(rq, v, out.m_Series);
}
template<> void Script::ToJSVal<EVAlign>(const ScriptRequest& rq, JS::MutableHandleValue ret, const EVAlign& val)
{
std::string word;
switch (val)
{
case EVAlign::TOP:
word = "top";
break;
case EVAlign::BOTTOM:
word = "bottom";
break;
case EVAlign::CENTER:
word = "center";
break;
default:
word = "error";
ScriptException::Raise(rq, "Invalid EVAlign");
break;
}
ToJSVal(rq, ret, word);
}
template<> bool Script::FromJSVal<EVAlign>(const ScriptRequest& rq, JS::HandleValue v, EVAlign& out)
{
std::string word;
FromJSVal(rq, v, word);
if (word == "top")
out = EVAlign::TOP;
else if (word == "bottom")
out = EVAlign::BOTTOM;
else if (word == "center")
out = EVAlign::CENTER;
else
{
out = EVAlign::TOP;
LOGERROR("Invalid alignment (should be 'left', 'right' or 'center')");
return false;
}
return true;
}
template<> void Script::ToJSVal<EAlign>(const ScriptRequest& rq, JS::MutableHandleValue ret, const EAlign& val)
{
std::string word;
switch (val)
{
case EAlign::LEFT:
word = "left";
break;
case EAlign::RIGHT:
word = "right";
break;
case EAlign::CENTER:
word = "center";
break;
default:
word = "error";
ScriptException::Raise(rq, "Invalid alignment (should be 'left', 'right' or 'center')");
break;
}
ToJSVal(rq, ret, word);
}
template<> bool Script::FromJSVal<EAlign>(const ScriptRequest& rq, JS::HandleValue v, EAlign& out)
{
std::string word;
FromJSVal(rq, v, word);
if (word == "left")
out = EAlign::LEFT;
else if (word == "right")
out = EAlign::RIGHT;
else if (word == "center")
out = EAlign::CENTER;
else
{
out = EAlign::LEFT;
LOGERROR("Invalid alignment (should be 'left', 'right' or 'center')");
return false;
}
return true;
}
template<> void Script::ToJSVal<CGUISpriteInstance>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CGUISpriteInstance& val)
{
ToJSVal(rq, ret, val.GetName());
}
template<> bool Script::FromJSVal<CGUISpriteInstance>(const ScriptRequest& rq, JS::HandleValue v, CGUISpriteInstance& out)
{
std::string name;
if (!FromJSVal(rq, v, name))
return false;
out.SetName(name);
return true;
}
template<> void Script::ToJSVal<CSize2D>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CSize2D& val)
{
Script::CreateObject(rq, ret, "width", val.Width, "height", val.Height);
}
template<> bool Script::FromJSVal<CSize2D>(const ScriptRequest& rq, JS::HandleValue v, CSize2D& out)
{
if (!v.isObject())
{
LOGERROR("CSize2D value must be an object!");
return false;
}
if (!FromJSProperty(rq, v, "width", out.Width))
{
LOGERROR("Failed to get CSize2D.Width property");
return false;
}
if (!FromJSProperty(rq, v, "height", out.Height))
{
LOGERROR("Failed to get CSize2D.Height property");
return false;
}
return true;
}
template<> void Script::ToJSVal<CVector2D>(const ScriptRequest& rq, JS::MutableHandleValue ret, const CVector2D& val)
{
Script::CreateObject(rq, ret, "x", val.X, "y", val.Y);
}
template<> bool Script::FromJSVal<CVector2D>(const ScriptRequest& rq, JS::HandleValue v, CVector2D& out)
{
if (!v.isObject())
{
LOGERROR("CVector2D value must be an object!");
return false;
}
if (!FromJSProperty(rq, v, "x", out.X))
{
LOGERROR("Failed to get CVector2D.X property");
return false;
}
if (!FromJSProperty(rq, v, "y", out.Y))
{
LOGERROR("Failed to get CVector2D.Y property");
return false;
}
return true;
}
#undef SET