/* Copyright (C) 2012 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 . */ #include "precompiled.h" #include "scriptinterface/ScriptInterface.h" #include "gui/IGUIObject.h" #include "lib/external_libraries/libsdl.h" #include "ps/Hotkey.h" #define SET(obj, name, value) STMT(JS::RootedValue v_(cx); ToJSVal(cx, v_.get(), (value)); JS_SetProperty(cx, (obj), (name), v_.address())) // 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(JSContext* cx, JS::Value& ret, SDL_Event_ const& val) { JSAutoRequest rq(cx); const char* typeName; switch (val.ev.type) { #if SDL_VERSION_ATLEAST(2, 0, 0) case SDL_WINDOWEVENT: typeName = "windowevent"; break; #else case SDL_ACTIVEEVENT: typeName = "activeevent"; break; case SDL_VIDEOEXPOSE: typeName = "videoexpose"; break; case SDL_VIDEORESIZE: typeName = "videoresize"; break; #endif 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; } JSObject* obj = JS_NewObject(cx, NULL, NULL, NULL); if (! obj) { ret = JSVAL_VOID; return; } SET(obj, "type", typeName); switch (val.ev.type) { #if !SDL_VERSION_ATLEAST(2, 0, 0) case SDL_ACTIVEEVENT: { SET(obj, "gain", (int)val.ev.active.gain); SET(obj, "state", (int)val.ev.active.state); break; } #endif 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) JSObject* keysym = JS_NewObject(cx, NULL, NULL, NULL); if (! keysym) { ret = JSVAL_VOID; return; } JS::RootedValue keysymVal(cx, JS::ObjectValue(*keysym)); JS_SetProperty(cx, obj, "keysym", keysymVal.address()); // 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) if (val.ev.key.keysym.unicode) { std::wstring unicode(1, (wchar_t)val.ev.key.keysym.unicode); SET(keysym, "unicode", unicode); } else { SET(keysym, "unicode", CScriptVal(JSVAL_VOID)); } // 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); break; } case SDL_HOTKEYDOWN: case SDL_HOTKEYUP: { SET(obj, "hotkey", static_cast(val.ev.user.data1)); break; } } ret = JS::ObjectValue(*obj); } template<> void ScriptInterface::ToJSVal(JSContext* UNUSED(cx), JS::Value& ret, IGUIObject* const& val) { if (val == NULL) ret = JSVAL_NULL; else ret = JS::ObjectValue(*val->GetJSObject()); }