7de717f9e2
Added PCH support to NeL GUI
199 lines
6.2 KiB
C++
199 lines
6.2 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "nel/gui/reflect.h"
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namespace NLGUI
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{
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// Yoyo: Act like a singleton, else registerClass may crash.
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CReflectSystem::TClassMap *CReflectSystem::_ClassMap= NULL;
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// hack to register the root class at startup
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static const struct CRootReflectableClassRegister
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{
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CRootReflectableClassRegister()
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{
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TReflectedProperties props;
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CReflectSystem::registerClass("CReflectable", "", props);
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}
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} _RootReflectableClassRegisterInstance;
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//===================================================================================
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// release memory
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void CReflectSystem::release()
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{
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delete _ClassMap;
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_ClassMap = NULL;
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}
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//===================================================================================
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void CReflectSystem::registerClass(const std::string &className, const std::string &parentName, const TReflectedProperties properties)
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{
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if(!_ClassMap) _ClassMap= new TClassMap;
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TClassMap::const_iterator it = _ClassMap->find(className);
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if (it != _ClassMap->end())
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{
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nlerror("CReflectSystem::registerClass : Class registered twice : %s!", className.c_str());
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}
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CClassInfo &ci = (*_ClassMap)[className];
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ci.Properties = properties;
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ci.ClassName = className;
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for(uint k = 0; k < ci.Properties.size(); ++k)
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{
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ci.Properties[k].ParentClass = &ci;
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}
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if (parentName.empty())
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{
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ci.ParentClass = NULL;
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}
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else
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{
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it = _ClassMap->find(parentName);
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if (it == _ClassMap->end())
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{
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nlerror("CReflectSystem::registerClass : Parent class %s not found", parentName.c_str());
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}
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ci.ParentClass = &(it->second);
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}
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}
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//===================================================================================
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const CReflectedProperty *CReflectSystem::getProperty(const std::string &className, const std::string &propertyName, bool dspWarning)
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{
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if(!_ClassMap) _ClassMap= new TClassMap;
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TClassMap::const_iterator it = _ClassMap->find(className);
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if (it == _ClassMap->end())
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{
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nlwarning("CReflectSystem::getProperty : Unkwown class : %s", className.c_str());
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return NULL;
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}
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const CClassInfo *ci = &it->second;
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while (ci)
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{
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// Linear search should suffice for now
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for(uint k = 0; k < ci->Properties.size(); ++k)
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{
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if (ci->Properties[k].Name == propertyName)
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{
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return &(ci->Properties[k]);
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}
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}
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// search in parent
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ci = ci->ParentClass;
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}
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//\ TODO nico : possible optimization : instead of going up in the parents when
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// searching for a property, it would be simpler to concatenate properties
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// from parent class at registration.
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// All that would be left at the end would be a hash_map of properties ...
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if(dspWarning)
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nlwarning("CReflectSystem::getProperty : %s is not a property of class : %s", propertyName.c_str(), className.c_str());
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return NULL;
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}
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//===================================================================================
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const CClassInfo *CReflectable::getClassInfo()
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{
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if (!CReflectSystem::getClassMap()) return NULL;
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// TODO nico : a possible optimization would be to use the address of the static function
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// 'getReflectedProperties' as a key into the CClassInfo map. This pointer uniquely identify
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// classes that export properties
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CReflectSystem::TClassMap::const_iterator it = CReflectSystem::getClassMap()->find(this->getReflectedClassName());
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if (it == CReflectSystem::getClassMap()->end())
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{
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return NULL;
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}
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return &(it->second);
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}
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//===================================================================================
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const CReflectedProperty *CReflectable::getReflectedProperty(const std::string &propertyName, bool dspWarning) const
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{
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return CReflectSystem::getProperty(this->getReflectedClassName(), propertyName, dspWarning);
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}
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}
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#include "nel/gui/lua_manager.h"
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namespace NLGUI
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{
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CReflectableRefPtrTarget::~CReflectableRefPtrTarget()
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{
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CLuaState *lua= CLuaManager::getInstance().getLuaState();
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if(!lua)
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return;
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CLuaStackChecker lsc(lua);
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// remove from the lua registry if i'm in
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lua->pushLightUserData((void *) this);
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lua->getTable(LUA_REGISTRYINDEX);
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if (!lua->isNil(-1))
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{
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lua->pop();
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lua->pushLightUserData((void *) this);
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lua->pushNil();
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lua->setTable(LUA_REGISTRYINDEX);
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}
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else
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{
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lua->pop();
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}
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}
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/**
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* Data structure pushed in lua (a userdata) to access CReflectableRefPtrTarget derived objects
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* These includes element of the GUI.
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* if holds a pointer to the reflectable object, and
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* a cache to its CClassInfo for fast access to exported properties
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* \see reflect.h
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*/
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//
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inline const CClassInfo &CReflectableLuaRef::getClassInfo() const
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{
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nlassert(Ptr); // class info should not be accessed for a null ptr
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if (_ClassInfo) return *_ClassInfo;
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_ClassInfo = Ptr->getClassInfo();
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return *_ClassInfo;
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}
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const CReflectedProperty *CReflectableLuaRef::getProp(const char *luaStringPtr) const
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{
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const CClassInfo &ci = getClassInfo();
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CClassInfo::TLuaStrToPropMap::const_iterator it = ci.LuaStrToProp.find(luaStringPtr);
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if (it != ci.LuaStrToProp.end())
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{
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return it->second.Prop;
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}
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// slowly retrieve property, and store in cache
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// NB nico : this could also be done at startup...
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const CReflectedProperty *prop = CReflectSystem::getProperty(ci.ClassName, luaStringPtr, false);
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if (!prop) return NULL;
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CLuaIndexedProperty lip;
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lip.Id = CLuaString(luaStringPtr); // keep a ref on the lua string to ensure that its pointer always remains valid
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lip.Prop = prop;
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ci.LuaStrToProp[luaStringPtr] = lip;
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return prop;
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}
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}
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