0ad/source/simulation2/scripting/ScriptComponent.cpp
Ykkrosh 7c2e9027c2 # Rewrite of the game's simulation system
Giant merge from
http://svn.wildfiregames.com/hg-source/file/5fb522019d5e
Infrastructure is largely complete, gameplay is largely missing
Disabled by default; use command-line flag "-sim2"
(Second attempt at commit...)

This was SVN commit r7259.
2010-01-09 19:20:14 +00:00

79 lines
2.9 KiB
C++

/* Copyright (C) 2010 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 "ScriptComponent.h"
#include "simulation2/serialization/ISerializer.h"
#include "simulation2/serialization/IDeserializer.h"
CComponentTypeScript::CComponentTypeScript(ScriptInterface& scriptInterface, jsval instance) :
m_ScriptInterface(scriptInterface), m_Instance(instance)
{
debug_assert(instance);
m_ScriptInterface.AddRoot(&m_Instance, "CComponentTypeScript.m_Instance");
}
CComponentTypeScript::~CComponentTypeScript()
{
m_ScriptInterface.RemoveRoot(&m_Instance);
}
void CComponentTypeScript::Init(const CSimContext& UNUSED(context), const CParamNode& paramNode, entity_id_t ent)
{
m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true);
m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true);
m_ScriptInterface.CallFunctionVoid(m_Instance, "Init");
}
void CComponentTypeScript::Deinit(const CSimContext& UNUSED(context))
{
m_ScriptInterface.CallFunctionVoid(m_Instance, "Deinit");
}
void CComponentTypeScript::HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg)
{
const char* name = msg.GetScriptHandlerName();
CScriptVal msgVal = msg.ToJSVal(m_ScriptInterface);
// TODO: repeated conversions are exceedingly inefficient. Should
// cache this once per message (if it's used by >= 1 scripted component)
m_ScriptInterface.CallFunctionVoid(m_Instance, name, msgVal);
}
void CComponentTypeScript::Serialize(ISerializer& serialize)
{
serialize.ScriptVal("object", m_Instance);
// TODO: it should be possible for scripts to provide their own (de)serialization
// functions, for efficiency. (e.g. "function Serialize() { return a JS object containing
// just the important state for this component }")
// Or alternatively perhaps just have a way to mark certain fields as transient,
// and a post-deserialize callback to reinitialise them.
}
void CComponentTypeScript::Deserialize(const CSimContext& UNUSED(context), const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent)
{
// Use ScriptObjectAppend so we don't lose the carefully-constructed
// prototype/parent of this object
deserialize.ScriptObjectAppend(m_Instance);
m_ScriptInterface.SetProperty(m_Instance, "entity", (int)ent, true);
m_ScriptInterface.SetProperty(m_Instance, "template", paramNode, true);
}