forked from 0ad/0ad
janwas
c0ed950657
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.
207 lines
5.9 KiB
C++
207 lines
5.9 KiB
C++
// A general system of converting between native objects and their JavaScript representations
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#ifndef INCLUDED_JSCONVERSIONS
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#define INCLUDED_JSCONVERSIONS
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#include "scripting/ScriptingHost.h"
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class CEntity;
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class HEntity;
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class CEntityTemplate;
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class CStrW;
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class CScriptObject;
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class CObjectEntry;
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class CVector3D;
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class CPlayer;
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// -----
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//
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// Defaults
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//
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// -----
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template<typename T> T* ToNative( JSContext* cx, JSObject* obj )
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{
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return( (T*)JS_GetInstancePrivate( cx, obj, &T::JSI_class, NULL ) );
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}
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template<typename T> JSObject* ToScript( T* Native )
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{
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if( !Native )
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return( (JSObject*)NULL );
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return( Native->GetScript() );
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}
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template<typename T> T* ToNative( jsval v )
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{
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if( !JSVAL_IS_OBJECT( v ) ) return( NULL );
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if( v == JSVAL_NULL ) return( NULL );
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return( ToNative<T>( g_ScriptingHost.GetContext(), JSVAL_TO_OBJECT( v ) ) );
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}
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template<typename T> bool ToPrimitive( JSContext* UNUSED(cx), jsval v, T& Storage )
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{
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T* Native = ToNative<T>( v );
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if( !Native ) return( false );
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Storage = *Native;
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return( true );
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}
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// Handle pointer-to-objects sensibly (by automatically dereferencing them one level)
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template<typename T> bool ToPrimitive( JSContext* UNUSED(cx), jsval v, T*& Storage )
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{
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T* Native = ToNative<T>( v );
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if( !Native ) return( false );
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Storage = Native;
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return( true );
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}
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// Throws PSERROR_Scripting_ConversionFailed on failure.
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template<typename T> inline T ToPrimitive( JSContext* cx, jsval v )
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{
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T Temp;
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bool ok = ToPrimitive( cx, v, Temp );
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if( !ok ) throw PSERROR_Scripting_ConversionFailed();
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return( Temp );
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}
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// Throws PSERROR_Scripting_ConversionFailed on failure.
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template<typename T> inline T ToPrimitive( jsval v )
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{
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return( ToPrimitive<T>( g_ScriptingHost.GetContext(), v ) );
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}
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template<typename T> jsval ToJSVal( T& Native )
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{
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return( OBJECT_TO_JSVAL( ToScript<T>( &Native ) ) );
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}
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template<typename T> jsval ToJSVal( T*& Native )
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{
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return( OBJECT_TO_JSVAL( ToScript<T>( Native ) ) );
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}
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template<typename T> jsval ToJSVal( const T& Native );
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// -----
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//
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// Overrides
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//
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// -----
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// CVector3D
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template<> CVector3D* ToNative<CVector3D>( JSContext* cx, JSObject* obj );
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template<> JSObject* ToScript<CVector3D>( CVector3D* Native );
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template<> jsval ToJSVal<CVector3D>( const CVector3D& Native );
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// CEntityTemplate
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template<> bool ToPrimitive<CEntityTemplate*>( JSContext* cx, jsval v, CEntityTemplate*& Storage );
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template<> JSObject* ToScript<CEntityTemplate*>( CEntityTemplate** Native );
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// CObjectEntry
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template<> bool ToPrimitive<CObjectEntry>( JSContext* cx, jsval v, CObjectEntry*& Storage );
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template<> jsval ToJSVal<CObjectEntry>( CObjectEntry*& Native );
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// HEntity
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template<> HEntity* ToNative<HEntity>( JSContext* cx, JSObject* obj );
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template<> JSObject* ToScript<HEntity>( HEntity* Native );
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// CPlayer*
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template<> bool ToPrimitive<CPlayer*>( JSContext* cx, jsval v, CPlayer*& Storage );
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template<> JSObject* ToScript<CPlayer*>( CPlayer** Native );
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// CScriptObject
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template<> bool ToPrimitive<CScriptObject>( JSContext* cx, jsval v, CScriptObject& Storage );
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template<> jsval ToJSVal<CScriptObject>( CScriptObject& Native );
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// int
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template<> bool ToPrimitive<int>( JSContext* cx, jsval v, int& Storage );
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template<> jsval ToJSVal<int>( const int& Native );
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template<> jsval ToJSVal<int>( int& Native );
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// unsigned
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template<> bool ToPrimitive<unsigned>( JSContext* cx, jsval v, unsigned& Storage );
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template<> jsval ToJSVal<unsigned>( const unsigned& Native );
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template<> jsval ToJSVal<unsigned>( unsigned& Native );
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// ssize_t
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template<> bool ToPrimitive<ssize_t>( JSContext* cx, jsval v, ssize_t& Storage );
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template<> jsval ToJSVal<ssize_t>( const ssize_t& Native );
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template<> jsval ToJSVal<ssize_t>( ssize_t& Native );
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// size_t
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template<> bool ToPrimitive<size_t>( JSContext* cx, jsval v, size_t& Storage );
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template<> jsval ToJSVal<size_t>( const size_t& Native );
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template<> jsval ToJSVal<size_t>( size_t& Native );
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// double
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template<> bool ToPrimitive<double>( JSContext* cx, jsval v, double& Storage );
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template<> jsval ToJSVal<double>( const double& Native );
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template<> jsval ToJSVal<double>( double& Native );
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// float
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template<> bool ToPrimitive<float>( JSContext* cx, jsval v, float& Storage );
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template<> jsval ToJSVal<float>( const float& Native );
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template<> jsval ToJSVal<float>( float& Native );
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// bool
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template<> bool ToPrimitive<bool>( JSContext* cx, jsval v, bool& Storage );
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template<> jsval ToJSVal<bool>( const bool& Native );
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template<> jsval ToJSVal<bool>( bool& Native );
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/*
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// char*
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template<> bool ToPrimitive<char*>( JSContext* cx, jsval v, char*& Storage );
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template<> jsval ToJSVal<char*>( const char* Native );
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template<> jsval ToJSVal<char*>( char* Native );
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*/
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// CStrW
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template<> bool ToPrimitive<CStrW>( JSContext* cx, jsval v, CStrW& Storage );
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template<> jsval ToJSVal<CStrW>( const CStrW& Native );
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template<> jsval ToJSVal<CStrW>( CStrW& Native );
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// CStr(8)
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template<> bool ToPrimitive<CStr8>( JSContext* cx, jsval v, CStr8& Storage );
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template<> jsval ToJSVal<CStr8>( const CStr8& Native );
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template<> jsval ToJSVal<CStr8>( CStr8& Native );
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// jsval
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// Don't want to just use jsval directly, because it's equivalent to long and
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// can cause conflicts or confusion. So create a simple wrapper class for it,
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// so it's a real distinguishable type.
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struct jsval_t
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{
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jsval v;
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jsval_t(jsval v) : v(v) {}
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};
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template<> jsval ToJSVal<jsval_t>( const jsval_t& Native );
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// Intelligent CStrW->JSVal conversion
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jsval JSParseString( const CStrW& String );
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/* MT: Maybe:
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#define JSCOPY_CAST( For, Use ) \
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template<> bool ToPrimitive<For>( JSContext* cx, jsval v, For& Storage ) \
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{ \
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Use temp; \
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if( !ToPrimitive<Use>( cx, v, temp ) ) \
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return( false ); \
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Storage = (For)temp; \
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} \
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template<> jsval ToJSVal<For>( const For& Native ) \
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{ \
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Use temp = (Use)Native; \
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return( ToJSVal<Use>( temp ) ); \
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} \
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template<> jsval ToJSVal<For>( For& Native ) \
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{ \
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Use temp = (Use)Native; \
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return( ToJSVal<Use>( temp ) ); \
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}
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*/
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#endif
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