/* Copyright (C) 2023 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 . */ #include "precompiled.h" #include "CGUISetting.h" #include "gui/CGUI.h" #include "gui/CGUISprite.h" #include "gui/ObjectBases/IGUIObject.h" #include "gui/SettingTypes/CGUIList.h" #include "gui/SettingTypes/CGUISeries.h" #include "gui/SettingTypes/CGUISize.h" #include "gui/SettingTypes/CGUIString.h" #include "gui/SettingTypes/EAlign.h" #include "ps/CLogger.h" #include "ps/CStr.h" #include "scriptinterface/ScriptConversions.h" IGUISetting::IGUISetting(const CStr& name, IGUIObject* owner) : m_Object(*owner), m_Name(name) { m_Object.RegisterSetting(m_Name, this); } IGUISetting::IGUISetting(IGUISetting&& other) : m_Object(other.m_Object), m_Name(other.m_Name) { m_Object.ReregisterSetting(m_Name, this); } bool IGUISetting::FromString(const CStrW& value, const bool sendMessage) { if (!DoFromString(value)) return false; OnSettingChange(GetName(), sendMessage); return true; } /** * Parses the given JS::Value using ScriptInterface::FromJSVal and assigns it to the setting data. */ bool IGUISetting::FromJSVal(const ScriptRequest& rq, JS::HandleValue value, const bool sendMessage) { if (!DoFromJSVal(rq, value)) return false; OnSettingChange(GetName(), sendMessage); return true; } void IGUISetting::OnSettingChange(const CStr& setting, bool sendMessage) { m_Object.SettingChanged(setting, sendMessage); } template bool CGUISimpleSetting::DoFromString(const CStrW& value) { return CGUI::ParseString(&m_Object.GetGUI(), value, m_Setting); }; template<> bool CGUISimpleSetting::DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value) { if (value.isString()) { CStr name; if (!Script::FromJSVal(rq, value, name)) return false; if (!m_Setting.ParseString(m_Object.GetGUI(), name)) { LOGERROR("Invalid color '%s'", name.c_str()); return false; } return true; } return Script::FromJSVal(rq, value, m_Setting); }; template bool CGUISimpleSetting::DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value) { return Script::FromJSVal(rq, value, m_Setting); }; template void CGUISimpleSetting::ToJSVal(const ScriptRequest& rq, JS::MutableHandleValue value) { Script::ToJSVal(rq, value, m_Setting); }; /** * Explicitly instantiate CGUISimpleSetting for the basic types. */ #define TYPE(T) \ template class CGUISimpleSetting; TYPE(bool) TYPE(i32) TYPE(u32) TYPE(float) TYPE(CVector2D) TYPE(CStr) TYPE(CStrW) // TODO: make these inherit from CGUISimpleSetting directly. TYPE(CGUISize) TYPE(CGUIColor) TYPE(CGUISpriteInstance) TYPE(CGUIString) TYPE(EAlign) TYPE(EVAlign) TYPE(CGUIList) TYPE(CGUISeries) #undef TYPE