forked from 0ad/0ad
Yves
1b5ab8142e
In v24 you called JS_InitClass and passed in a definition of JSNative functions. Later you could call JS_NewObject with this class and the object would get a prototype with the specified JSNative functions. In ESR31 you now have to explicitly store the prototype object returned by JS_InitClass and pass it as prototype argument to JS_NewObject to achieve the same. This change modifies our existing ScriptInterface implementation for custom object types a bit and uses it at places where the JSAPI was used directly before. Refs #2462 This was SVN commit r15524.
45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
/* Copyright (C) 2010 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 "IComponent.h"
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IComponent::~IComponent()
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{
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}
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std::string IComponent::GetSchema()
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{
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// No schema specified -> allow only empty elements
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return "<empty/>";
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}
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void IComponent::HandleMessage(const CMessage& UNUSED(msg), bool UNUSED(global))
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{
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}
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bool IComponent::NewJSObject(ScriptInterface& UNUSED(scriptInterface), JS::MutableHandleObject UNUSED(out)) const
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{
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return false;
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}
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jsval IComponent::GetJSInstance() const
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{
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return JSVAL_NULL;
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}
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