doom3-bfg/neo/swf/SWF_ScriptObject.h

234 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__