Don't crash while in the lobby when receiving an error IQ stanza without an error...
[0ad.git] / source / gui / scripting / GuiScriptConversions.cpp
blobca7bf2b37ad4e493a1f06e52bf321721f7618567
1 /* Copyright (C) 2017 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #include "precompiled.h"
20 #include "scriptinterface/ScriptConversions.h"
22 #include "gui/IGUIObject.h"
23 #include "lib/external_libraries/libsdl.h"
24 #include "ps/Hotkey.h"
25 #include "maths/Vector2D.h"
27 #define SET(obj, name, value) STMT(JS::RootedValue v_(cx); AssignOrToJSVal(cx, &v_, (value)); JS_SetProperty(cx, obj, (name), v_))
28 // ignore JS_SetProperty return value, because errors should be impossible
29 // and we can't do anything useful in the case of errors anyway
31 template<> void ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, JS::MutableHandleValue ret, SDL_Event_ const& val)
33 JSAutoRequest rq(cx);
34 const char* typeName;
36 switch (val.ev.type)
38 case SDL_WINDOWEVENT: typeName = "windowevent"; break;
39 case SDL_KEYDOWN: typeName = "keydown"; break;
40 case SDL_KEYUP: typeName = "keyup"; break;
41 case SDL_MOUSEMOTION: typeName = "mousemotion"; break;
42 case SDL_MOUSEBUTTONDOWN: typeName = "mousebuttondown"; break;
43 case SDL_MOUSEBUTTONUP: typeName = "mousebuttonup"; break;
44 case SDL_QUIT: typeName = "quit"; break;
45 case SDL_HOTKEYDOWN: typeName = "hotkeydown"; break;
46 case SDL_HOTKEYUP: typeName = "hotkeyup"; break;
47 default: typeName = "(unknown)"; break;
50 JS::RootedObject obj(cx, JS_NewPlainObject(cx));
51 if (!obj)
53 ret.setUndefined();
54 return;
57 SET(obj, "type", typeName);
59 switch (val.ev.type)
61 case SDL_KEYDOWN:
62 case SDL_KEYUP:
64 // SET(obj, "which", (int)val.ev.key.which); // (not in wsdl.h)
65 // SET(obj, "state", (int)val.ev.key.state); // (not in wsdl.h)
67 JS::RootedObject keysym(cx, JS_NewPlainObject(cx));
68 if (!keysym)
70 ret.setUndefined();
71 return;
73 JS::RootedValue keysymVal(cx, JS::ObjectValue(*keysym));
74 JS_SetProperty(cx, obj, "keysym", keysymVal);
76 // SET(keysym, "scancode", (int)val.ev.key.keysym.scancode); // (not in wsdl.h)
77 SET(keysym, "sym", (int)val.ev.key.keysym.sym);
78 // SET(keysym, "mod", (int)val.ev.key.keysym.mod); // (not in wsdl.h)
80 SET(keysym, "unicode", JS::UndefinedHandleValue);
82 // TODO: scripts have no idea what all the key/mod enum values are;
83 // we should probably expose them as constants if we expect scripts to use them
85 break;
87 case SDL_MOUSEMOTION:
89 // SET(obj, "which", (int)val.ev.motion.which); // (not in wsdl.h)
90 // SET(obj, "state", (int)val.ev.motion.state); // (not in wsdl.h)
91 SET(obj, "x", (int)val.ev.motion.x);
92 SET(obj, "y", (int)val.ev.motion.y);
93 // SET(obj, "xrel", (int)val.ev.motion.xrel); // (not in wsdl.h)
94 // SET(obj, "yrel", (int)val.ev.motion.yrel); // (not in wsdl.h)
95 break;
97 case SDL_MOUSEBUTTONDOWN:
98 case SDL_MOUSEBUTTONUP:
100 // SET(obj, "which", (int)val.ev.button.which); // (not in wsdl.h)
101 SET(obj, "button", (int)val.ev.button.button);
102 SET(obj, "state", (int)val.ev.button.state);
103 SET(obj, "x", (int)val.ev.button.x);
104 SET(obj, "y", (int)val.ev.button.y);
105 SET(obj, "clicks", (int)val.ev.button.clicks);
106 break;
108 case SDL_HOTKEYDOWN:
109 case SDL_HOTKEYUP:
111 SET(obj, "hotkey", static_cast<const char*>(val.ev.user.data1));
112 break;
116 ret.setObject(*obj);
119 template<> void ScriptInterface::ToJSVal<IGUIObject*>(JSContext* UNUSED(cx), JS::MutableHandleValue ret, IGUIObject* const& val)
121 if (val == NULL)
122 ret.setNull();
123 else
124 ret.setObject(*val->GetJSObject());
127 template<> void ScriptInterface::ToJSVal<CGUIString>(JSContext* cx, JS::MutableHandleValue ret, const CGUIString& val)
129 ScriptInterface::ToJSVal(cx, ret, val.GetOriginalString());
132 template<> bool ScriptInterface::FromJSVal<CGUIString>(JSContext* cx, JS::HandleValue v, CGUIString& out)
134 std::wstring val;
135 if (!ScriptInterface::FromJSVal(cx, v, val))
136 return false;
137 out.SetValue(val);
138 return true;
141 // define some vectors
142 JSVAL_VECTOR(CVector2D)
143 JSVAL_VECTOR(std::vector<CVector2D>)
144 JSVAL_VECTOR(CGUIString)