wraitii
61e0aef0b4
All ToJSVal/FromJSVal definitions are put in a separate header. Remove AssignOr[To/From]JSVal duplication. The functions were already static so this is rather straightforward. Follows34b1920e7b
and2bae30c454
Differential Revision: https://code.wildfiregames.com/D3953 This was SVN commit r25428.
127 lines
3.7 KiB
C++
127 lines
3.7 KiB
C++
/* Copyright (C) 2021 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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#ifndef INCLUDED_CGUISETTINGS
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#define INCLUDED_CGUISETTINGS
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#include "ps/CStr.h"
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#include "scriptinterface/ScriptForward.h"
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class IGUIObject;
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/**
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* This setting interface allows GUI objects to call setting function functions without having to know the setting type.
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* This is fact is used for setting the value from a JS value or XML value (string) and when deleting the setting,
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* when the type of the setting value is not known in advance.
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*/
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class IGUISetting
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{
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public:
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NONCOPYABLE(IGUISetting);
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IGUISetting(const CStr& name, IGUIObject* owner);
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/**
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* Parses the given string and assigns to the setting value. Used for parsing XML attributes.
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*/
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bool FromString(const CStrW& value, const bool sendMessage);
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/**
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* Parses the given JS::Value using Script::FromJSVal and assigns it to the setting data.
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*/
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bool FromJSVal(const ScriptRequest& rq, JS::HandleValue value, const bool sendMessage);
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/**
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* Converts the setting data to a JS::Value using Script::ToJSVal.
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*/
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virtual void ToJSVal(const ScriptRequest& rq, JS::MutableHandleValue value) = 0;
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protected:
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IGUISetting(IGUISetting&& o);
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virtual ~IGUISetting() = default;
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virtual bool DoFromString(const CStrW& value) = 0;
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virtual bool DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value) = 0;
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/**
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* Triggers the IGUIObject logic when a setting changes.
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* This should be called by derived classes when something externally visible changes,
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* unless overloaded to provide similar behaviour.
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*/
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virtual void OnSettingChange(const CStr& setting, bool sendMessage);
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/**
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* Return the name of the setting, from JS.
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*/
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virtual CStr GetName() const = 0;
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/**
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* The object that stores this setting.
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*/
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IGUIObject& m_pObject;
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};
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/**
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* Wraps a T. Makes sure the appropriate setting functions are called when modifying T,
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* and likewise makes sure that JS/xml settings affect T appropriately,
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* while being as transparent as possible to use from C++ code.
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*/
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template<typename T>
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class CGUISimpleSetting : public IGUISetting
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{
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public:
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template<typename... Args>
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CGUISimpleSetting(IGUIObject* pObject, const CStr& Name, Args&&... args)
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: IGUISetting(Name, pObject), m_Name(Name), m_Setting(args...)
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{}
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NONCOPYABLE(CGUISimpleSetting);
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MOVABLE(CGUISimpleSetting);
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operator const T&() const { return m_Setting; }
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const T& operator*() const { return m_Setting; }
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const T* operator->() const { return &m_Setting; }
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/**
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* 'Uglified' getter when you want direct access without triggering messages.
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*/
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T& GetMutable() { return m_Setting; }
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/**
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* 'Uglified' operator=, so that SendMessage is explicit.
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*/
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void Set(T value, bool sendMessage)
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{
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m_Setting = std::move(value);
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OnSettingChange(m_Name, sendMessage);
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}
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protected:
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CStr GetName() const override
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{
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return m_Name;
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}
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bool DoFromString(const CStrW& value) override;
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bool DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value) override;
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void ToJSVal(const ScriptRequest& rq, JS::MutableHandleValue value) override;
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const CStr m_Name;
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T m_Setting;
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};
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#endif // INCLUDED_CGUISETTINGS
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