60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
// A generic type and some helper functions
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// for scripts
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// Mark Thompson (mark@wildfiregames.com / mot20@cam.ac.uk)
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#ifndef SCRIPTOBJECT_INCLUDED
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#define SCRIPTOBJECT_INCLUDED
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#include "ps/CStr.h"
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#include "scripting/ScriptingHost.h"
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#include "EntityHandles.h"
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#include "simulation/scripting/JSInterface_Entity.h"
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#include "scripting/DOMEvent.h"
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class CScriptObject
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{
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JSFunction* Function;
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JSObject* FunctionObject;
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void Root();
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void Uproot();
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public:
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CScriptObject();
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CScriptObject( JSFunction* _Function );
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CScriptObject( jsval v );
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CScriptObject( const CScriptObject& copy );
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~CScriptObject();
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// Initialize in various ways: from a JS function, a string to be compiled, or a jsval containing either.
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void SetFunction( JSFunction* _Function );
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void SetJSVal( jsval v );
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void Compile( CStrW FileNameTag, CStrW FunctionBody );
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inline bool Defined()
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{
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return( Function != NULL );
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}
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inline operator bool() { return( Function != NULL ); }
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inline bool operator!() { return( !Function ); }
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inline bool operator==( const CScriptObject& compare ) { return( Function == compare.Function ); }
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// JSObject wrapping the function if it's defined, NULL if it isn't.
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JSObject* GetFunctionObject();
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// Executes a script attached to a JS object.
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// Returns false if the script isn't defined, if the script can't be executed,
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// otherwise true. Script return value is in rval.
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bool Run( JSObject* Context, jsval* rval, uintN argc = 0, jsval* argv = NULL );
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// This variant casts script return value to a boolean, and passes it back.
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bool Run( JSObject* Context, uintN argc = 0, jsval* argv = NULL );
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// Treat this as an event handler and dispatch an event to it.
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bool DispatchEvent( JSObject* Context, CScriptEvent* evt );
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};
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#endif
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