1
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forked from 0ad/0ad
0ad/source/simulation/ScriptObject.cpp
olsner 7bcc12373b - Created JSMap
- Changed player colour JS interface: setColour(...) instead of a colour
property
- Introduced a network log and replaced most network LOG() calls with
NET_LOG()
- Moved to a slot-based system for Pre-Game and extended a lot of the JS
APIs to networking stuff
- A bit of cleanup in the low-level network code (Unix parts)
- Clients now keep track of all other connected clients on the server
(And exposes this info to JS)
- Split out GameAttributes to its own file
- Removed unused class AttributeMap
- Changed CJSObject to use T* pointers in JS_SetPrivate (needed to make
ToScript work with multiple inheritance)

This was SVN commit r1929.
2005-02-21 17:13:31 +00:00

116 lines
2.6 KiB
C++
Executable File

#include "precompiled.h"
#include "ScriptObject.h"
#include "Entity.h"
CScriptObject::CScriptObject()
{
Function = NULL;
}
CScriptObject::~CScriptObject()
{
Uproot();
}
void CScriptObject::Root()
{
if( !Function )
return;
FunctionObject = JS_GetFunctionObject( Function );
JS_AddRoot( g_ScriptingHost.GetContext(), &FunctionObject );
}
void CScriptObject::Uproot()
{
if( Function )
JS_RemoveRoot( g_ScriptingHost.GetContext(), &FunctionObject );
}
CScriptObject::CScriptObject( JSFunction* _Function )
{
SetFunction( _Function );
}
CScriptObject::CScriptObject( jsval v )
{
Function = NULL;
SetJSVal( v );
}
void CScriptObject::SetFunction( JSFunction* _Function )
{
Uproot();
Function = _Function;
Root();
}
void CScriptObject::SetJSVal( jsval v )
{
CStrW Source;
switch( JS_TypeOfValue( g_ScriptingHost.GetContext(), v ) )
{
case JSTYPE_STRING:
Source = g_ScriptingHost.ValueToUCString( v );
Compile( L"unknown", Source );
break;
case JSTYPE_FUNCTION:
SetFunction( JS_ValueToFunction( g_ScriptingHost.GetContext(), v ) );
break;
default:
Function = NULL;
}
}
JSObject* CScriptObject::GetFunctionObject()
{
if( Function )
return( FunctionObject );
return( NULL );
}
// Executes a script attached to a JS object.
// Returns false if the script isn't defined, if the script can't be executed,
// otherwise true. Script return value is in rval.
bool CScriptObject::Run( JSObject* Context, jsval* rval )
{
if( !Function )
return( false );
return( JS_TRUE == JS_CallFunction( g_ScriptingHost.GetContext(), Context, Function, 0, NULL, rval ) );
}
// This variant casts script return value to a boolean, and passes it back.
bool CScriptObject::Run( JSObject* Context )
{
jsval Temp;
if( !Run( Context, &Temp ) )
return( false );
return( g_ScriptingHost.ValueToBool( Temp ) );
}
// Treat this as an event handler and dispatch an event to it. Return !evt->m_cancelled, as a convenience.
bool CScriptObject::DispatchEvent( JSObject* Context, CScriptEvent* evt )
{
jsval Temp;
jsval EventObject = OBJECT_TO_JSVAL( evt->GetScript() );
if( Function )
JS_CallFunction( g_ScriptingHost.GetContext(), Context, Function, 1, &EventObject, &Temp );
return( !evt->m_Cancelled );
}
void CScriptObject::Compile( CStrW FileNameTag, CStrW FunctionBody )
{
if( Function )
JS_RemoveRoot( g_ScriptingHost.GetContext(), &Function );
const char* argnames[] = { "evt" };
utf16string str16=FunctionBody.utf16();
Function = JS_CompileUCFunction( g_ScriptingHost.GetContext(), NULL, NULL, 1, argnames, str16.c_str(), str16.size(), (CStr)FileNameTag, 0 );
Root();
}