wraitii
9fc6c3c897
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.
76 lines
2.3 KiB
C++
76 lines
2.3 KiB
C++
/* Copyright (C) 2020 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_SCRIPTCOMPONENT
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#define INCLUDED_SCRIPTCOMPONENT
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#include "simulation2/system/Component.h"
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#include "ps/CLogger.h"
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class CSimContext;
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class CParamNode;
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class ISerializer;
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class IDeserializer;
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class CComponentTypeScript
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{
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NONCOPYABLE(CComponentTypeScript);
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public:
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CComponentTypeScript(const ScriptInterface& scriptInterface, JS::HandleValue instance);
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JS::Value GetInstance() const { return m_Instance.get(); }
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void Init(const CParamNode& paramNode, entity_id_t ent);
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void Deinit();
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void HandleMessage(const CMessage& msg, bool global);
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void Serialize(ISerializer& serialize);
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void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize, entity_id_t ent);
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template<typename R, typename... Ts>
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R Call(const char* funcname, const Ts&... params) const
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{
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R ret;
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if (m_ScriptInterface.CallFunction(m_Instance, funcname, ret, params...))
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return ret;
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LOGERROR("Error calling component script function %s", funcname);
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return R();
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}
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// CallRef is mainly used for returning script values with correct stack rooting.
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template<typename R, typename... Ts>
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void CallRef(const char* funcname, R ret, const Ts&... params) const
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{
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if (!m_ScriptInterface.CallFunction(m_Instance, funcname, ret, params...))
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LOGERROR("Error calling component script function %s", funcname);
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}
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template<typename... Ts>
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void CallVoid(const char* funcname, const Ts&... params) const
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{
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if (!m_ScriptInterface.CallFunctionVoid(m_Instance, funcname, params...))
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LOGERROR("Error calling component script function %s", funcname);
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}
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private:
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const ScriptInterface& m_ScriptInterface;
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JS::PersistentRootedValue m_Instance;
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};
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#endif // INCLUDED_SCRIPTCOMPONENT
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