mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-27 22:32:56 +00:00
190 lines
7.8 KiB
C
190 lines
7.8 KiB
C
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition Source Code 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 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
#ifndef __SWF_SCRIPTOBJECT_H__
|
||
|
#define __SWF_SCRIPTOBJECT_H__
|
||
|
|
||
|
class idSWFSpriteInstance;
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
This is the base class for script variables which are implemented in code
|
||
|
========================
|
||
|
*/
|
||
|
class idSWFScriptNativeVariable {
|
||
|
public:
|
||
|
virtual bool IsReadOnly() { return false; }
|
||
|
virtual void Set( class idSWFScriptObject * object, const idSWFScriptVar & value ) = 0;
|
||
|
virtual idSWFScriptVar Get( class idSWFScriptObject * object ) = 0;
|
||
|
};
|
||
|
|
||
|
#define SWF_NATIVE_VAR_DECLARE( x ) \
|
||
|
class idSWFScriptNativeVar_##x : public idSWFScriptNativeVariable { \
|
||
|
public: \
|
||
|
void Set( class idSWFScriptObject * object, const idSWFScriptVar & value ); \
|
||
|
idSWFScriptVar Get( class idSWFScriptObject * object ); \
|
||
|
} swfScriptVar_##x;
|
||
|
|
||
|
#define SWF_NATIVE_VAR_DECLARE_READONLY( x ) \
|
||
|
class idSWFScriptNativeVar_##x : public idSWFScriptNativeVariable { \
|
||
|
public: \
|
||
|
bool IsReadOnly() { return true; } \
|
||
|
void Set( class idSWFScriptObject * object, const idSWFScriptVar & value ) { assert( false ); } \
|
||
|
idSWFScriptVar Get( class idSWFScriptObject * object ); \
|
||
|
} swfScriptVar_##x;
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
This is a helper class for quickly setting up native variables which need access to a parent class
|
||
|
========================
|
||
|
*/
|
||
|
template< typename T >
|
||
|
class idSWFScriptNativeVariable_Nested : public idSWFScriptNativeVariable {
|
||
|
public:
|
||
|
idSWFScriptNativeVariable_Nested() : pThis( NULL ) { }
|
||
|
idSWFScriptNativeVariable_Nested * Bind( T * p ) { pThis = p; return this; }
|
||
|
virtual void Set( class idSWFScriptObject * object, const idSWFScriptVar & value ) = 0;
|
||
|
virtual idSWFScriptVar Get( class idSWFScriptObject * object ) = 0;
|
||
|
protected:
|
||
|
T * pThis;
|
||
|
};
|
||
|
|
||
|
#define SWF_NATIVE_VAR_DECLARE_NESTED( x, y ) \
|
||
|
class idSWFScriptNativeVar_##x : public idSWFScriptNativeVariable_Nested<y> { \
|
||
|
public: \
|
||
|
void Set( class idSWFScriptObject * object, const idSWFScriptVar & value ); \
|
||
|
idSWFScriptVar Get( class idSWFScriptObject * object ); \
|
||
|
} swfScriptVar_##x;
|
||
|
|
||
|
#define SWF_NATIVE_VAR_DECLARE_NESTED_READONLY( x, y, z ) \
|
||
|
class idSWFScriptNativeVar_##x : public idSWFScriptNativeVariable_Nested<y> { \
|
||
|
public: \
|
||
|
bool IsReadOnly() { return true; } \
|
||
|
void Set( class idSWFScriptObject * object, const idSWFScriptVar & value ) { assert( false ); } \
|
||
|
idSWFScriptVar Get( class idSWFScriptObject * object ) { return pThis->z; } \
|
||
|
} swfScriptVar_##x;
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
An object in an action script is a collection of variables. functions are also variables.
|
||
|
========================
|
||
|
*/
|
||
|
class idSWFScriptObject {
|
||
|
public:
|
||
|
idSWFScriptObject();
|
||
|
virtual ~idSWFScriptObject();
|
||
|
|
||
|
static idSWFScriptObject * Alloc();
|
||
|
void AddRef();
|
||
|
void Release();
|
||
|
void SetNoAutoDelete( bool b ) { noAutoDelete = b; }
|
||
|
|
||
|
void Clear();
|
||
|
|
||
|
void MakeArray();
|
||
|
|
||
|
void SetSprite( idSWFSpriteInstance * s ) { objectType = SWF_OBJECT_SPRITE; data.sprite = s; }
|
||
|
idSWFSpriteInstance * GetSprite() { return ( objectType == SWF_OBJECT_SPRITE ) ? data.sprite : NULL; }
|
||
|
|
||
|
void SetText( idSWFTextInstance * t ) { objectType = SWF_OBJECT_TEXT; data.text = t; }
|
||
|
idSWFTextInstance * GetText() { return ( objectType == SWF_OBJECT_TEXT ) ? data.text : NULL; }
|
||
|
|
||
|
// Also accessible via __proto__ property
|
||
|
idSWFScriptObject * GetPrototype() { return prototype; }
|
||
|
void SetPrototype( idSWFScriptObject *_prototype ) { assert( prototype == NULL ); prototype = _prototype; prototype->AddRef(); }
|
||
|
idSWFScriptVar Get( int index );
|
||
|
idSWFScriptVar Get( const char * name );
|
||
|
idSWFSpriteInstance * GetSprite( int index );
|
||
|
idSWFSpriteInstance * GetSprite( const char * name );
|
||
|
idSWFScriptObject * GetObject( int index );
|
||
|
idSWFScriptObject * GetObject( const char * name );
|
||
|
idSWFTextInstance * GetText( int index );
|
||
|
idSWFTextInstance * GetText( const char * name );
|
||
|
void Set( int index, const idSWFScriptVar & value );
|
||
|
void Set( const char * name, const idSWFScriptVar & value );
|
||
|
void SetNative( const char * name, idSWFScriptNativeVariable * native );
|
||
|
bool HasProperty( const char * name );
|
||
|
bool HasValidProperty( const char * name );
|
||
|
idSWFScriptVar DefaultValue( bool stringHint );
|
||
|
|
||
|
// This is to implement for-in (fixme: respect DONTENUM flag)
|
||
|
int NumVariables() { return variables.Num(); }
|
||
|
const char * EnumVariable( int i ) { return variables[i].name; }
|
||
|
|
||
|
idSWFScriptVar GetNestedVar( const char * arg1, const char * arg2 = NULL, const char * arg3 = NULL, const char * arg4 = NULL, const char * arg5 = NULL, const char * arg6 = NULL );
|
||
|
idSWFScriptObject * GetNestedObj( const char * arg1, const char * arg2 = NULL, const char * arg3 = NULL, const char * arg4 = NULL, const char * arg5 = NULL, const char * arg6 = NULL );
|
||
|
idSWFSpriteInstance * GetNestedSprite( const char * arg1, const char * arg2 = NULL, const char * arg3 = NULL, const char * arg4 = NULL, const char * arg5 = NULL, const char * arg6 = NULL );
|
||
|
idSWFTextInstance * GetNestedText( const char * arg1, const char * arg2 = NULL, const char * arg3 = NULL, const char * arg4 = NULL, const char * arg5 = NULL, const char * arg6 = NULL );
|
||
|
|
||
|
void PrintToConsole() const;
|
||
|
|
||
|
private:
|
||
|
int refCount;
|
||
|
bool noAutoDelete;
|
||
|
|
||
|
enum swfNamedVarFlags_t {
|
||
|
SWF_VAR_FLAG_NONE = 0,
|
||
|
SWF_VAR_FLAG_READONLY = BIT(1),
|
||
|
SWF_VAR_FLAG_DONTENUM = BIT(2)
|
||
|
};
|
||
|
struct swfNamedVar_t {
|
||
|
swfNamedVar_t() : native( NULL ) { }
|
||
|
~swfNamedVar_t();
|
||
|
swfNamedVar_t & operator=( const swfNamedVar_t & other );
|
||
|
|
||
|
int index;
|
||
|
int hashNext;
|
||
|
idStr name;
|
||
|
idSWFScriptVar value;
|
||
|
idSWFScriptNativeVariable * native;
|
||
|
int flags;
|
||
|
};
|
||
|
idList< swfNamedVar_t, TAG_SWF > variables;
|
||
|
|
||
|
static const int VARIABLE_HASH_BUCKETS = 16;
|
||
|
int variablesHash[VARIABLE_HASH_BUCKETS];
|
||
|
|
||
|
idSWFScriptObject * prototype;
|
||
|
|
||
|
enum swfObjectType_t {
|
||
|
SWF_OBJECT_OBJECT,
|
||
|
SWF_OBJECT_ARRAY,
|
||
|
SWF_OBJECT_SPRITE,
|
||
|
SWF_OBJECT_TEXT
|
||
|
} objectType;
|
||
|
|
||
|
union swfObjectData_t {
|
||
|
idSWFSpriteInstance * sprite; // only valid if objectType == SWF_OBJECT_SPRITE
|
||
|
idSWFTextInstance * text; // only valid if objectType == SWF_OBJECT_TEXT
|
||
|
} data;
|
||
|
|
||
|
swfNamedVar_t * GetVariable( int index, bool create );
|
||
|
swfNamedVar_t * GetVariable( const char * name, bool create );
|
||
|
};
|
||
|
|
||
|
#endif // !__SWF_SCRIPTOBJECT_H__
|