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/* Copyright (C) 2017 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 "scriptinterface/ScriptConversions.h"
#include "gui/IGUIObject.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/Hotkey.h"
#include "maths/Vector2D.h"
#define SET(obj, name, value) STMT(JS::RootedValue v_(cx); AssignOrToJSVal(cx, &v_, (value)); JS_SetProperty(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 ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, JS::MutableHandleValue ret, SDL_Event_ const& val)
{
JSAutoRequest rq(cx);
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_HOTKEYDOWN: typeName = "hotkeydown"; break;
case SDL_HOTKEYUP: typeName = "hotkeyup"; break;
default: typeName = "(unknown)"; break;
}
JS::RootedObject obj(cx, JS_NewPlainObject(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(cx, JS_NewPlainObject(cx));
if (!keysym)
{
ret.setUndefined();
return;
}
JS::RootedValue keysymVal(cx, JS::ObjectValue(*keysym));
JS_SetProperty(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_HOTKEYDOWN:
case SDL_HOTKEYUP:
{
SET(obj, "hotkey", static_cast<const char*>(val.ev.user.data1));
break;
}
}
ret.setObject(*obj);
}
template<> void ScriptInterface::ToJSVal<IGUIObject*>(JSContext* UNUSED(cx), JS::MutableHandleValue ret, IGUIObject* const& val)
{
if (val == NULL)
ret.setNull();
else
ret.setObject(*val->GetJSObject());
}
template<> void ScriptInterface::ToJSVal<CGUIString>(JSContext* cx, JS::MutableHandleValue ret, const CGUIString& val)
{
ScriptInterface::ToJSVal(cx, ret, val.GetOriginalString());
}
template<> bool ScriptInterface::FromJSVal<CGUIString>(JSContext* cx, JS::HandleValue v, CGUIString& out)
{
std::wstring val;
if (!ScriptInterface::FromJSVal(cx, v, val))
return false;
out.SetValue(val);
return true;
}
// define some vectors
JSVAL_VECTOR(CVector2D)
JSVAL_VECTOR(std::vector<CVector2D>)
JSVAL_VECTOR(CGUIString)
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