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forked from 0ad/0ad
0ad/source/gui/scripting/GuiScriptConversions.cpp

135 lines
4.1 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "scriptinterface/ScriptInterface.h"
#include "gui/IGUIObject.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/Hotkey.h"
#include "js/jsapi.h"
#define SET(obj, name, value) STMT(jsval v_ = ToJSVal(cx, (value)); JS_SetProperty(cx, (obj), (name), &v_))
// ignore JS_SetProperty return value, because errors should be impossible
// and we can't do anything useful in the case of errors anyway
template<> jsval ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, SDL_Event_ const& val)
{
const char* typeName;
switch (val.ev.type)
{
case SDL_ACTIVEEVENT: typeName = "activeevent"; break;
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_VIDEOEXPOSE: typeName = "videoexpose"; break;
case SDL_VIDEORESIZE: typeName = "videoresize"; 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)
return JSVAL_VOID;
SET(obj, "type", typeName);
switch (val.ev.type)
{
case SDL_ACTIVEEVENT:
{
SET(obj, "gain", (int)val.ev.active.gain);
SET(obj, "state", (int)val.ev.active.state);
break;
}
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)
return JSVAL_VOID;
jsval keysymVal = OBJECT_TO_JSVAL(keysym);
JS_SetProperty(cx, obj, "keysym", &keysymVal);
// 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<const char*>(val.ev.user.data1));
break;
}
}
jsval rval = OBJECT_TO_JSVAL(obj);
return rval;
}
template<> jsval ScriptInterface::ToJSVal<IGUIObject*>(JSContext* UNUSED(cx), IGUIObject* const& val)
{
if (val == NULL)
return JSVAL_NULL;
return OBJECT_TO_JSVAL(val->GetJSObject());
}