0ad/source/scripting/JSConversions.h
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

207 lines
5.9 KiB
C++

// A general system of converting between native objects and their JavaScript representations
#ifndef INCLUDED_JSCONVERSIONS
#define INCLUDED_JSCONVERSIONS
#include "scripting/ScriptingHost.h"
class CEntity;
class HEntity;
class CEntityTemplate;
class CStrW;
class CScriptObject;
class CObjectEntry;
class CVector3D;
class CPlayer;
// -----
//
// Defaults
//
// -----
template<typename T> T* ToNative( JSContext* cx, JSObject* obj )
{
return( (T*)JS_GetInstancePrivate( cx, obj, &T::JSI_class, NULL ) );
}
template<typename T> JSObject* ToScript( T* Native )
{
if( !Native )
return( (JSObject*)NULL );
return( Native->GetScript() );
}
template<typename T> T* ToNative( jsval v )
{
if( !JSVAL_IS_OBJECT( v ) ) return( NULL );
if( v == JSVAL_NULL ) return( NULL );
return( ToNative<T>( g_ScriptingHost.GetContext(), JSVAL_TO_OBJECT( v ) ) );
}
template<typename T> bool ToPrimitive( JSContext* UNUSED(cx), jsval v, T& Storage )
{
T* Native = ToNative<T>( v );
if( !Native ) return( false );
Storage = *Native;
return( true );
}
// Handle pointer-to-objects sensibly (by automatically dereferencing them one level)
template<typename T> bool ToPrimitive( JSContext* UNUSED(cx), jsval v, T*& Storage )
{
T* Native = ToNative<T>( v );
if( !Native ) return( false );
Storage = Native;
return( true );
}
// Throws PSERROR_Scripting_ConversionFailed on failure.
template<typename T> inline T ToPrimitive( JSContext* cx, jsval v )
{
T Temp;
bool ok = ToPrimitive( cx, v, Temp );
if( !ok ) throw PSERROR_Scripting_ConversionFailed();
return( Temp );
}
// Throws PSERROR_Scripting_ConversionFailed on failure.
template<typename T> inline T ToPrimitive( jsval v )
{
return( ToPrimitive<T>( g_ScriptingHost.GetContext(), v ) );
}
template<typename T> jsval ToJSVal( T& Native )
{
return( OBJECT_TO_JSVAL( ToScript<T>( &Native ) ) );
}
template<typename T> jsval ToJSVal( T*& Native )
{
return( OBJECT_TO_JSVAL( ToScript<T>( Native ) ) );
}
template<typename T> jsval ToJSVal( const T& Native );
// -----
//
// Overrides
//
// -----
// CVector3D
template<> CVector3D* ToNative<CVector3D>( JSContext* cx, JSObject* obj );
template<> JSObject* ToScript<CVector3D>( CVector3D* Native );
template<> jsval ToJSVal<CVector3D>( const CVector3D& Native );
// CEntityTemplate
template<> bool ToPrimitive<CEntityTemplate*>( JSContext* cx, jsval v, CEntityTemplate*& Storage );
template<> JSObject* ToScript<CEntityTemplate*>( CEntityTemplate** Native );
// CObjectEntry
template<> bool ToPrimitive<CObjectEntry>( JSContext* cx, jsval v, CObjectEntry*& Storage );
template<> jsval ToJSVal<CObjectEntry>( CObjectEntry*& Native );
// HEntity
template<> HEntity* ToNative<HEntity>( JSContext* cx, JSObject* obj );
template<> JSObject* ToScript<HEntity>( HEntity* Native );
// CPlayer*
template<> bool ToPrimitive<CPlayer*>( JSContext* cx, jsval v, CPlayer*& Storage );
template<> JSObject* ToScript<CPlayer*>( CPlayer** Native );
// CScriptObject
template<> bool ToPrimitive<CScriptObject>( JSContext* cx, jsval v, CScriptObject& Storage );
template<> jsval ToJSVal<CScriptObject>( CScriptObject& Native );
// int
template<> bool ToPrimitive<int>( JSContext* cx, jsval v, int& Storage );
template<> jsval ToJSVal<int>( const int& Native );
template<> jsval ToJSVal<int>( int& Native );
// unsigned
template<> bool ToPrimitive<unsigned>( JSContext* cx, jsval v, unsigned& Storage );
template<> jsval ToJSVal<unsigned>( const unsigned& Native );
template<> jsval ToJSVal<unsigned>( unsigned& Native );
// ssize_t
template<> bool ToPrimitive<ssize_t>( JSContext* cx, jsval v, ssize_t& Storage );
template<> jsval ToJSVal<ssize_t>( const ssize_t& Native );
template<> jsval ToJSVal<ssize_t>( ssize_t& Native );
// size_t
template<> bool ToPrimitive<size_t>( JSContext* cx, jsval v, size_t& Storage );
template<> jsval ToJSVal<size_t>( const size_t& Native );
template<> jsval ToJSVal<size_t>( size_t& Native );
// double
template<> bool ToPrimitive<double>( JSContext* cx, jsval v, double& Storage );
template<> jsval ToJSVal<double>( const double& Native );
template<> jsval ToJSVal<double>( double& Native );
// float
template<> bool ToPrimitive<float>( JSContext* cx, jsval v, float& Storage );
template<> jsval ToJSVal<float>( const float& Native );
template<> jsval ToJSVal<float>( float& Native );
// bool
template<> bool ToPrimitive<bool>( JSContext* cx, jsval v, bool& Storage );
template<> jsval ToJSVal<bool>( const bool& Native );
template<> jsval ToJSVal<bool>( bool& Native );
/*
// char*
template<> bool ToPrimitive<char*>( JSContext* cx, jsval v, char*& Storage );
template<> jsval ToJSVal<char*>( const char* Native );
template<> jsval ToJSVal<char*>( char* Native );
*/
// CStrW
template<> bool ToPrimitive<CStrW>( JSContext* cx, jsval v, CStrW& Storage );
template<> jsval ToJSVal<CStrW>( const CStrW& Native );
template<> jsval ToJSVal<CStrW>( CStrW& Native );
// CStr(8)
template<> bool ToPrimitive<CStr8>( JSContext* cx, jsval v, CStr8& Storage );
template<> jsval ToJSVal<CStr8>( const CStr8& Native );
template<> jsval ToJSVal<CStr8>( CStr8& Native );
// jsval
// Don't want to just use jsval directly, because it's equivalent to long and
// can cause conflicts or confusion. So create a simple wrapper class for it,
// so it's a real distinguishable type.
struct jsval_t
{
jsval v;
jsval_t(jsval v) : v(v) {}
};
template<> jsval ToJSVal<jsval_t>( const jsval_t& Native );
// Intelligent CStrW->JSVal conversion
jsval JSParseString( const CStrW& String );
/* MT: Maybe:
#define JSCOPY_CAST( For, Use ) \
template<> bool ToPrimitive<For>( JSContext* cx, jsval v, For& Storage ) \
{ \
Use temp; \
if( !ToPrimitive<Use>( cx, v, temp ) ) \
return( false ); \
Storage = (For)temp; \
} \
template<> jsval ToJSVal<For>( const For& Native ) \
{ \
Use temp = (Use)Native; \
return( ToJSVal<Use>( temp ) ); \
} \
template<> jsval ToJSVal<For>( For& Native ) \
{ \
Use temp = (Use)Native; \
return( ToJSVal<Use>( temp ) ); \
}
*/
#endif