145 lines
4.3 KiB
C++
145 lines
4.3 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "gui/IGUIObject.h"
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#include "lib/external_libraries/sdl.h"
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#include "ps/Hotkey.h"
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#include "js/jsapi.h"
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#define SET(obj, name, value) STMT(jsval v_ = ToJSVal(cx, (value)); JS_SetProperty(cx, (obj), (name), &v_))
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// ignore JS_SetProperty return value, because errors should be impossible
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// and we can't do anything useful in the case of errors anyway
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template<> jsval ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, SDL_Event_ const& val)
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{
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const char* typeName;
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switch (val.ev.type)
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{
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case SDL_ACTIVEEVENT: typeName = "activeevent"; break;
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case SDL_KEYDOWN: typeName = "keydown"; break;
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case SDL_KEYUP: typeName = "keyup"; break;
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case SDL_MOUSEMOTION: typeName = "mousemotion"; break;
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case SDL_MOUSEBUTTONDOWN: typeName = "mousebuttondown"; break;
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case SDL_MOUSEBUTTONUP: typeName = "mousebuttonup"; break;
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case SDL_HOTKEYDOWN: typeName = "hotkeydown"; break;
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case SDL_HOTKEYUP: typeName = "hotkeyup"; break;
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case SDL_GUIHOTKEYPRESS: typeName = "guihotkeypress"; break;
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default: typeName = "(unknown)"; break;
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}
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ScriptInterface::LocalRootScope scope(cx);
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if (! scope.OK())
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return JSVAL_VOID;
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JSObject* obj = JS_NewObject(cx, NULL, NULL, NULL);
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if (! obj)
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return JSVAL_VOID;
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SET(obj, "type", typeName);
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switch (val.ev.type)
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{
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case SDL_ACTIVEEVENT:
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{
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SET(obj, "gain", (int)val.ev.active.gain);
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SET(obj, "state", (int)val.ev.active.state);
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break;
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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// SET(obj, "which", (int)val.ev.key.which); // (not in wsdl.h)
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// SET(obj, "state", (int)val.ev.key.state); // (not in wsdl.h)
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JSObject* keysym = JS_NewObject(cx, NULL, NULL, NULL);
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if (! keysym)
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return JSVAL_VOID;
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jsval keysymVal = OBJECT_TO_JSVAL(keysym);
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JS_SetProperty(cx, obj, "keysym", &keysymVal);
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// SET(keysym, "scancode", (int)val.ev.key.keysym.scancode); // (not in wsdl.h)
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SET(keysym, "sym", (int)val.ev.key.keysym.sym);
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// SET(keysym, "mod", (int)val.ev.key.keysym.mod); // (not in wsdl.h)
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if (val.ev.key.keysym.unicode)
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{
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std::wstring unicode(1, (wchar_t)val.ev.key.keysym.unicode);
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SET(keysym, "unicode", unicode);
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}
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else
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{
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SET(keysym, "unicode", CScriptVal(JSVAL_VOID));
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}
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// TODO: scripts have no idea what all the key/mod enum values are;
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// we should probably expose them as constants if we expect scripts to use them
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break;
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}
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case SDL_MOUSEMOTION:
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{
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// SET(obj, "which", (int)val.ev.motion.which); // (not in wsdl.h)
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// SET(obj, "state", (int)val.ev.motion.state); // (not in wsdl.h)
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SET(obj, "x", (int)val.ev.motion.x);
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SET(obj, "y", (int)val.ev.motion.y);
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// SET(obj, "xrel", (int)val.ev.motion.xrel); // (not in wsdl.h)
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// SET(obj, "yrel", (int)val.ev.motion.yrel); // (not in wsdl.h)
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break;
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}
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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// SET(obj, "which", (int)val.ev.button.which); // (not in wsdl.h)
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SET(obj, "button", (int)val.ev.button.button);
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SET(obj, "state", (int)val.ev.button.state);
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SET(obj, "x", (int)val.ev.button.x);
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SET(obj, "y", (int)val.ev.button.y);
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break;
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}
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case SDL_HOTKEYDOWN:
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case SDL_HOTKEYUP:
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{
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CStr name = HotkeyGetName(val.ev.user.code);
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SET(obj, "hotkey", name.c_str());
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break;
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}
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case SDL_GUIHOTKEYPRESS:
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{
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CStr* name = static_cast<CStr*>(val.ev.user.data1);
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SET(obj, "object", name->c_str());
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break;
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}
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}
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jsval rval = OBJECT_TO_JSVAL(obj);
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scope.LeaveWithResult(rval);
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return rval;
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}
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template<> jsval ScriptInterface::ToJSVal<IGUIObject*>(JSContext* UNUSED(cx), IGUIObject* const& val)
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{
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if (val == NULL)
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return JSVAL_NULL;
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return OBJECT_TO_JSVAL(val->GetJSObject());
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}
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