// Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine #include "Precompiled.h" #include "../Resource/ResourceCache.h" #include "../IO/File.h" #include "../Javascript/JSScene.h" #include "../Javascript/JSComponent.h" #include "../Javascript/JSVM.h" #include "../Scene/Node.h" #include "../Scene/Scene.h" namespace Atomic { static int Node_CreateJSComponent(duk_context* ctx) { duk_push_this(ctx); Node* node = js_to_class_instance(ctx, -1, 0); JSComponent* jsc = node->CreateComponent(); jsc->SetClassName(duk_to_string(ctx, 0)); js_push_class_object_instance(ctx, jsc, "JSComponent"); return 1; } static int Node_GetChildrenWithComponent(duk_context* ctx) { StringHash type = duk_to_string(ctx, 0); bool recursive = false; if (duk_get_top(ctx) == 2) if (duk_get_boolean(ctx, 1)) recursive = true; duk_push_this(ctx); Node* node = js_to_class_instance(ctx, -1, 0); PODVector dest; node->GetChildrenWithComponent(dest, type, recursive); duk_push_array(ctx); for (unsigned i = 0; i < dest.Size(); i++) { js_push_class_object_instance(ctx, dest[i], "Node"); duk_put_prop_index(ctx, -2, i); } return 1; } static int Scene_LoadXML(duk_context* ctx) { JSVM* vm = JSVM::GetJSVM(ctx); String filename = duk_to_string(ctx, 0); ResourceCache* cache = vm->GetSubsystem(); SharedPtr file = cache->GetFile(filename); if (!file->IsOpen()) { duk_push_false(ctx); return 1; } duk_push_this(ctx); Scene* scene = js_to_class_instance(ctx, -1, 0); bool success = scene->LoadXML(*file); if (success) duk_push_true(ctx); else duk_push_false(ctx); return 1; } void jsapi_init_scene(JSVM* vm) { duk_context* ctx = vm->GetJSContext(); js_class_get_prototype(ctx, "Node"); duk_push_c_function(ctx, Node_GetChildrenWithComponent, DUK_VARARGS); duk_put_prop_string(ctx, -2, "getChildrenWithComponent"); duk_push_c_function(ctx, Node_CreateJSComponent, 1); duk_put_prop_string(ctx, -2, "createJSComponent"); duk_pop(ctx); js_class_get_prototype(ctx, "Scene"); duk_push_c_function(ctx, Scene_LoadXML, 1); duk_put_prop_string(ctx, -2, "loadXML"); duk_pop(ctx); } }