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forked from 0ad/0ad
0ad/source/gui/CGUISetting.cpp

131 lines
3.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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<typename T>
bool CGUISimpleSetting<T>::DoFromString(const CStrW& value)
{
return CGUI::ParseString<T>(&m_Object.GetGUI(), value, m_Setting);
};
template<>
bool CGUISimpleSetting<CGUIColor>::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<CColor>(rq, value, m_Setting);
};
template<typename T>
bool CGUISimpleSetting<T>::DoFromJSVal(const ScriptRequest& rq, JS::HandleValue value)
{
return Script::FromJSVal<T>(rq, value, m_Setting);
};
template<typename T>
void CGUISimpleSetting<T>::ToJSVal(const ScriptRequest& rq, JS::MutableHandleValue value)
{
Script::ToJSVal<T>(rq, value, m_Setting);
};
/**
* Explicitly instantiate CGUISimpleSetting for the basic types.
*/
#define TYPE(T) \
template class CGUISimpleSetting<T>;
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