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Make include-what-you-use happy with files in source/scriptinterface and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
60 lines
1.8 KiB
C++
60 lines
1.8 KiB
C++
/* Copyright (C) 2025 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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#ifndef INCLUDED_SCRIPTENGINE
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#define INCLUDED_SCRIPTENGINE
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#include "lib/debug.h"
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#include "ps/Singleton.h"
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#include "scriptinterface/ScriptTypes.h"
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#include <js/Initialization.h>
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#include <list>
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struct JSContext;
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/**
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* A class using the RAII (Resource Acquisition Is Initialization) idiom to manage initialization
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* and shutdown of the SpiderMonkey script engine. It also keeps a count of active script contexts
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* in order to validate the following constraints:
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* 1. JS_Init must be called before any ScriptContexts are initialized
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* 2. JS_Shutdown must be called after all ScriptContexts have been destroyed
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*/
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class ScriptEngine : public Singleton<ScriptEngine>
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{
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public:
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ScriptEngine()
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{
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ENSURE(m_Contexts.empty() && "JS_Init must be called before any contexts are created!");
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JS_Init();
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}
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~ScriptEngine()
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{
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ENSURE(m_Contexts.empty() && "All contexts must be destroyed before calling JS_ShutDown!");
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JS_ShutDown();
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}
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void RegisterContext(const JSContext* cx) { m_Contexts.push_back(cx); }
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void UnRegisterContext(const JSContext* cx) { m_Contexts.remove(cx); }
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private:
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std::list<const JSContext*> m_Contexts;
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};
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#endif // INCLUDED_SCRIPTENGINE
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