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0ad/source/simulation2/scripting/ScriptComponent.h
wraitii 9fc6c3c897 Correctly serialize/deserialize user-defined JS objects.
Generalize component/AI serialization system to any user-defined JS
object. This includes Vector2D/3D, fixing an old issue.
As with components/AI, JS Objects may implement a Serialize/Deserialize
function to store custom data instead of the default, which attemps to
serialize all enumerable properties.

Fixes #4698

Differential Revision: https://code.wildfiregames.com/D2746
This was SVN commit r24462.
2020-12-27 17:18:13 +00:00

76 lines
2.3 KiB
C++

/* Copyright (C) 2020 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/>.
*/
#ifndef INCLUDED_SCRIPTCOMPONENT
#define INCLUDED_SCRIPTCOMPONENT
#include "simulation2/system/Component.h"
#include "ps/CLogger.h"
class CSimContext;
class CParamNode;
class ISerializer;
class IDeserializer;
class CComponentTypeScript
{
NONCOPYABLE(CComponentTypeScript);
public:
CComponentTypeScript(const ScriptInterface& scriptInterface, JS::HandleValue instance);
JS::Value GetInstance() const { return m_Instance.get(); }
void Init(const CParamNode& paramNode, entity_id_t ent);
void Deinit();
void HandleMessage(const CMessage& msg, bool global);
void Serialize(ISerializer& serialize);
void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent);
template<typename R, typename... Ts>
R Call(const char* funcname, const Ts&... params) const
{
R ret;
if (m_ScriptInterface.CallFunction(m_Instance, funcname, ret, params...))
return ret;
LOGERROR("Error calling component script function %s", funcname);
return R();
}
// CallRef is mainly used for returning script values with correct stack rooting.
template<typename R, typename... Ts>
void CallRef(const char* funcname, R ret, const Ts&... params) const
{
if (!m_ScriptInterface.CallFunction(m_Instance, funcname, ret, params...))
LOGERROR("Error calling component script function %s", funcname);
}
template<typename... Ts>
void CallVoid(const char* funcname, const Ts&... params) const
{
if (!m_ScriptInterface.CallFunctionVoid(m_Instance, funcname, params...))
LOGERROR("Error calling component script function %s", funcname);
}
private:
const ScriptInterface& m_ScriptInterface;
JS::PersistentRootedValue m_Instance;
};
#endif // INCLUDED_SCRIPTCOMPONENT