0ad/source/scriptinterface/ScriptVal.h
Ykkrosh 1c0536bf08 # Refactored the networking code, and redesigned the game setup screen.
Major updates to most network classes.
Simplify CNetServer so it doesn't duplicate any client behaviour; all
players now run CNetClient.
Remove most player/slot management from networking code.
Wait for all players to finish loading before starting the simulation.
Remove CGameAttributes; attributes are now just a JS object.
Remove CPlayer; they are now just simulation entities.
Handle player colours via simulation system.
Add a default map for Atlas, so it always has something to load.
Move network documentation to Doxygen.
Remove lots of now-unused code.

This was SVN commit r7653.
2010-06-30 21:41:04 +00:00

57 lines
1.4 KiB
C++

/* Copyright (C) 2009 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_SCRIPTVAL
#define INCLUDED_SCRIPTVAL
#include "ScriptTypes.h"
#include <boost/shared_ptr.hpp>
/**
* A trivial wrapper around a jsval. Used to avoid template overload ambiguities
* with jsval (which is just an integer), for any code that uses
* ScriptInterface::ToJSVal or ScriptInterface::FromJSVal
*/
class CScriptVal
{
public:
CScriptVal() : m_Val(0) { }
CScriptVal(jsval val) : m_Val(val) { }
jsval get() const { return m_Val; }
private:
jsval m_Val;
};
class CScriptValRooted
{
public:
CScriptValRooted() { }
CScriptValRooted(JSContext* cx, jsval val);
CScriptValRooted(JSContext* cx, CScriptVal val);
jsval get() const;
bool undefined() const;
private:
boost::shared_ptr<jsval> m_Val;
};
#endif // INCLUDED_SCRIPTVAL