doom3-bfg/neo/swf/SWF_ScriptObject.h
2012-11-26 12:58:24 -06:00

189 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__