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forked from 0ad/0ad
0ad/source/simulation2/scripting/ScriptComponent.h
leper 6ae2db53db Employ some variadic macros to make some of the C++ -> JS function calling code nicer.
Template-ize CallFunctionVoid.
Changes CallFunction parameter order to make template parameter
deduction with
variadic parameters work nicely.

Reviewed By: Itms, wraitii, Yves
Differential Revision: https://code.wildfiregames.com/D77
This was SVN commit r19183.
2017-01-28 23:37:15 +00:00

79 lines
2.4 KiB
C++

/* Copyright (C) 2017 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(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:
ScriptInterface& m_ScriptInterface;
JS::PersistentRootedValue m_Instance;
bool m_HasCustomSerialize;
bool m_HasCustomDeserialize;
bool m_HasNullSerialize;
};
#endif // INCLUDED_SCRIPTCOMPONENT