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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
- added "--icc" Premake flag, to disable PCH and set different warning flags - added required headers - changed debug_warn to not generate constant-expression-in-conditional warnings - changed FAM popup-warning into a log message, so it's not so irritating - Atlas: pass around wxGLCanvas instead of wxGLContext, because the context is sometimes just NULL This was SVN commit r4733.
34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
#include "scripting/ScriptableObject.h"
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#ifndef _SCRIPTCUSTOMTYPES_H_
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#define _SCRIPTCUSTOMTYPES_H_
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// Custom object types
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// Whilst Point2d is fully coded, it is never registered so is not available in script
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// This is mostly as a demonstration of what you need to code to add a new type
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// VECTOR2D
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extern JSClass Point2dClass;
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extern JSPropertySpec Point2dProperties[];
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JSBool Point2d_Constructor(JSContext *cx, JSObject *obj, uintN argc, jsval *argv, jsval *rval);
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// Colour
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struct SColour : public CJSObject<SColour>
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{
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public:
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float r, g, b, a; /* 0...1 */
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SColour() { SColourInit( 0.0f, 0.0f, 0.0f, 0.0f ); }
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SColour( float r_, float g_, float b_ ) { SColourInit( r_, g_, b_, 1.0f ); }
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SColour( float r_, float g_, float b_, float a_ ) { SColourInit( r_, g_, b_, a ); }
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SColour( const SColour& other ) { SColourInit( other.r, other.g, other.b, other.a ); }
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void SColourInit( float r, float g, float b, float a );
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SColour &operator = (const SColour &o);
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jsval ToString( JSContext* cx, uintN argc, jsval* argv );
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static void ScriptingInit();
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static JSBool Construct( JSContext* cx, JSObject* obj, uint argc, jsval* argv, jsval* rval );
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};
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#endif
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