forked from 0ad/0ad
vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
131 lines
3.3 KiB
C++
131 lines
3.3 KiB
C++
/* Copyright (C) 2023 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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#include "precompiled.h"
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#include "CGUISetting.h"
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#include "gui/CGUI.h"
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#include "gui/CGUISprite.h"
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#include "gui/ObjectBases/IGUIObject.h"
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#include "gui/SettingTypes/CGUIList.h"
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#include "gui/SettingTypes/CGUISeries.h"
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#include "gui/SettingTypes/CGUISize.h"
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#include "gui/SettingTypes/CGUIString.h"
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#include "gui/SettingTypes/EAlign.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "scriptinterface/ScriptConversions.h"
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IGUISetting::IGUISetting(const CStr& name, IGUIObject* owner) : m_Object(*owner), m_Name(name)
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{
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m_Object.RegisterSetting(m_Name, this);
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}
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IGUISetting::IGUISetting(IGUISetting&& other) : m_Object(other.m_Object), m_Name(other.m_Name)
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{
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m_Object.ReregisterSetting(m_Name, this);
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}
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bool IGUISetting::FromString(const CStrW& value, const bool sendMessage)
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{
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if (!DoFromString(value))
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return false;
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OnSettingChange(GetName(), sendMessage);
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return true;
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}
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/**
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* Parses the given JS::Value using ScriptInterface::FromJSVal and assigns it to the setting data.
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*/
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bool IGUISetting::FromJSVal(const ScriptRequest& rq, JS::HandleValue value, const bool sendMessage)
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{
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if (!DoFromJSVal(rq, value))
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return false;
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OnSettingChange(GetName(), sendMessage);
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return true;
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}
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void IGUISetting::OnSettingChange(const CStr& setting, bool sendMessage)
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{
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m_Object.SettingChanged(setting, sendMessage);
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}
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template<typename T>
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bool CGUISimpleSetting<T>::DoFromString(const CStrW& value)
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{
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return CGUI::ParseString<T>(&m_Object.GetGUI(), value, m_Setting);
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};
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template<>
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bool CGUISimpleSetting<CGUIColor>::DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value)
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{
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if (value.isString())
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{
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CStr name;
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if (!Script::FromJSVal(rq, value, name))
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return false;
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if (!m_Setting.ParseString(m_Object.GetGUI(), name))
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{
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LOGERROR("Invalid color '%s'", name.c_str());
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return false;
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}
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return true;
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}
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return Script::FromJSVal<CColor>(rq, value, m_Setting);
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};
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template<typename T>
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bool CGUISimpleSetting<T>::DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value)
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{
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return Script::FromJSVal<T>(rq, value, m_Setting);
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};
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template<typename T>
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void CGUISimpleSetting<T>::ToJSVal(const ScriptRequest& rq, JS::MutableHandleValue value)
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{
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Script::ToJSVal<T>(rq, value, m_Setting);
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};
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/**
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* Explicitly instantiate CGUISimpleSetting for the basic types.
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*/
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#define TYPE(T) \
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template class CGUISimpleSetting<T>;
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TYPE(bool)
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TYPE(i32)
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TYPE(u32)
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TYPE(float)
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TYPE(CVector2D)
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TYPE(CStr)
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TYPE(CStrW)
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// TODO: make these inherit from CGUISimpleSetting directly.
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TYPE(CGUISize)
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TYPE(CGUIColor)
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TYPE(CGUISpriteInstance)
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TYPE(CGUIString)
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TYPE(EAlign)
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TYPE(EVAlign)
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TYPE(CGUIList)
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TYPE(CGUISeries)
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#undef TYPE
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