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