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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpGuiInterface.cpp
leper 6ae2db53db Employ some variadic macros to make some of the C++ -> JS function calling code nicer.
Template-ize CallFunctionVoid.
Changes CallFunction parameter order to make template parameter
deduction with
variadic parameters work nicely.

Reviewed By: Itms, wraitii, Yves
Differential Revision: https://code.wildfiregames.com/D77
This was SVN commit r19183.
2017-01-28 23:37:15 +00:00

40 lines
1.3 KiB
C++

/* 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 "ICmpGuiInterface.h"
#include "simulation2/system/InterfaceScripted.h"
#include "simulation2/scripting/ScriptComponent.h"
BEGIN_INTERFACE_WRAPPER(GuiInterface)
END_INTERFACE_WRAPPER(GuiInterface)
class CCmpGuiInterfaceScripted : public ICmpGuiInterface
{
public:
DEFAULT_SCRIPT_WRAPPER(GuiInterfaceScripted)
virtual void ScriptCall(int player, const std::wstring& cmd, JS::HandleValue data, JS::MutableHandleValue ret)
{
m_Script.CallRef("ScriptCall", ret, player, cmd, data);
}
};
REGISTER_COMPONENT_SCRIPT_WRAPPER(GuiInterfaceScripted)