0ad/source/simulation/ScriptObject.h
Ykkrosh 6cfb96855a # Added initial play-testing support in the scenario editor.
Atlas: Added simulation play/pause/reset controls; automatically plays
while recording cinematics.
FFmpeg: Fixed broken output files.
MapReader: Fixed entity loading.
ObjectHandlers: Made unit preview more robust when the preview unit gets
destroyed.
Various: Replaced manual matrix construction with SetYRotation call.
Turned some more CStr8 back into CStr.
h_mgr: Optimisation - don't calculate slow debug-output strings if
they're never going to be seen (since it takes a few hundred
milliseconds).
TerrainRenderer: Made more tolerant of accidental negative times.
Entity: Fixed m_refd being out of date when deleteAll is called. Fixed
problems when doing an initializeAll...deleteAll...initializeAll
sequence.
SCN: Removed non-useful AoE3Ed code that never did anything.
SVNLog: Made output more valid and made titles more descriptive, so it
works properly in FF's live bookmarks.

This was SVN commit r4779.
2007-01-17 03:25:20 +00:00

59 lines
1.6 KiB
C++

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