File: GuiScriptConversions.cpp

package info (click to toggle)
0ad 0.0.23.1-2
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 78,292 kB
  • sloc: cpp: 245,166; ansic: 200,249; python: 13,754; sh: 6,104; perl: 4,620; makefile: 977; xml: 810; java: 533; ruby: 229; erlang: 46; pascal: 30; sql: 21; tcl: 4
file content (145 lines) | stat: -rw-r--r-- 4,496 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
/* 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)