Formatted code using Artistic Style for better readability.

This commit is contained in:
Robert Beckebans 2012-11-28 16:47:07 +01:00
parent d40e661b3e
commit f55a763ca4
701 changed files with 206183 additions and 142961 deletions

View file

@ -2,9 +2,9 @@
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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").
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
@ -35,11 +35,15 @@ class idSWFSpriteInstance;
This is the base class for script variables which are implemented in code
========================
*/
class idSWFScriptNativeVariable {
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;
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 ) \
@ -63,14 +67,19 @@ This is a helper class for quickly setting up native variables which need access
========================
*/
template< typename T >
class idSWFScriptNativeVariable_Nested : public idSWFScriptNativeVariable {
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;
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;
T* pThis;
};
#define SWF_NATIVE_VAR_DECLARE_NESTED( x, y ) \
@ -93,97 +102,133 @@ protected:
An object in an action script is a collection of variables. functions are also variables.
========================
*/
class idSWFScriptObject {
class idSWFScriptObject
{
public:
idSWFScriptObject();
idSWFScriptObject();
virtual ~idSWFScriptObject();
static idSWFScriptObject * Alloc();
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; }
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 );
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 {
enum swfNamedVarFlags_t
{
SWF_VAR_FLAG_NONE = 0,
SWF_VAR_FLAG_READONLY = BIT(1),
SWF_VAR_FLAG_DONTENUM = BIT(2)
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 );
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;
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 {
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
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 );
swfNamedVar_t* GetVariable( int index, bool create );
swfNamedVar_t* GetVariable( const char* name, bool create );
};
#endif // !__SWF_SCRIPTOBJECT_H__