wraitii
2bae30c454
Also fix some of the warnings that jenkins showed. Differential Revision: https://code.wildfiregames.com/D24 This was SVN commit r19115.
145 lines
4.3 KiB
C++
145 lines
4.3 KiB
C++
/* Copyright (C) 2017 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/ScriptConversions.h"
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#include "gui/IGUIObject.h"
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#include "lib/external_libraries/libsdl.h"
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#include "ps/Hotkey.h"
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#include "maths/Vector2D.h"
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#define SET(obj, name, value) STMT(JS::RootedValue v_(cx); AssignOrToJSVal(cx, &v_, (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<> void ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, JS::MutableHandleValue ret, SDL_Event_ const& val)
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{
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JSAutoRequest rq(cx);
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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_WINDOWEVENT: typeName = "windowevent"; 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_QUIT: typeName = "quit"; 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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default: typeName = "(unknown)"; break;
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}
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JS::RootedObject obj(cx, JS_NewPlainObject(cx));
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if (!obj)
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{
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ret.setUndefined();
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return;
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}
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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_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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JS::RootedObject keysym(cx, JS_NewPlainObject(cx));
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if (!keysym)
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{
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ret.setUndefined();
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return;
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}
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JS::RootedValue keysymVal(cx, JS::ObjectValue(*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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{
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SET(keysym, "unicode", JS::UndefinedHandleValue);
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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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SET(obj, "hotkey", static_cast<const char*>(val.ev.user.data1));
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break;
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}
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}
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ret.setObject(*obj);
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}
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template<> void ScriptInterface::ToJSVal<IGUIObject*>(JSContext* UNUSED(cx), JS::MutableHandleValue ret, IGUIObject* const& val)
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{
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if (val == NULL)
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ret.setNull();
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else
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ret.setObject(*val->GetJSObject());
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}
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template<> void ScriptInterface::ToJSVal<CGUIString>(JSContext* cx, JS::MutableHandleValue ret, const CGUIString& val)
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{
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ScriptInterface::ToJSVal(cx, ret, val.GetOriginalString());
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}
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template<> bool ScriptInterface::FromJSVal<CGUIString>(JSContext* cx, JS::HandleValue v, CGUIString& out)
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{
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std::wstring val;
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if (!ScriptInterface::FromJSVal(cx, v, val))
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return false;
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out.SetValue(val);
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return true;
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}
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// define some vectors
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JSVAL_VECTOR(CVector2D)
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JSVAL_VECTOR(std::vector<CVector2D>)
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JSVAL_VECTOR(CGUIString)
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