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# Rewrite of the game's simulation system
Giant merge from http://svn.wildfiregames.com/hg-source/file/5fb522019d5e Infrastructure is largely complete, gameplay is largely missing Disabled by default; use command-line flag "-sim2" (Second attempt at commit...) This was SVN commit r7259.
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/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. 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 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_SCRIPTINTERFACE
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#define INCLUDED_SCRIPTINTERFACE
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// XXX: This is largely copied from tools/atlas/AtlasScript
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// Duplication is bad - they should use a shared version of the common code,
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// and just add their own extensions individually
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#include <memory>
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#include <vector>
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#include <string>
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#include "ScriptTypes.h"
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#include "ScriptVal.h"
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// Set the maximum number of function arguments that can be handled
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// (This should be as small as possible (for compiler efficiency),
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// but as large as necessary for all wrapped functions)
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#define SCRIPT_INTERFACE_MAX_ARGS 4
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struct ScriptInterface_impl;
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class ScriptClass;
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class ScriptInterface
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{
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public:
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/**
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* Constructor.
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* @param nativeScopeName Name of global object that functions (via RegisterFunction) will
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* be placed into, as a scoping mechanism; typically "Engine"
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* @param cx NULL if the object should create and manage its own context; otherwise
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* an existing context which it will share
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*/
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ScriptInterface(const char* nativeScopeName, JSContext* cx = NULL);
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~ScriptInterface();
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/**
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* Shut down the JS system to clean up memory. Must only be called when there
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* are no ScriptInterfaces alive.
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*/
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static void ShutDown();
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void SetCallbackData(void* cbdata);
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static void* GetCallbackData(JSContext* cx);
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JSContext* GetContext();
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/**
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* Call a constructor function, roughly equivalent to JS "new ctor".
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*
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* @return The new object; or 0 on failure, and logs an error message
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*/
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jsval CallConstructor(jsval ctor);
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/**
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* Call the named property on the given object, with void return type and 0 arguments
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*/
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bool CallFunctionVoid(jsval val, const char* name);
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/**
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* Call the named property on the given object, with void return type and 1 argument
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*/
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template<typename T0>
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bool CallFunctionVoid(jsval val, const char* name, const T0& a0);
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/**
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* Call the named property on the given object, with void return type and 2 arguments
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*/
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template<typename T0, typename T1>
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bool CallFunctionVoid(jsval val, const char* name, const T0& a0, const T1& a1);
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/**
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* Call the named property on the given object, with return type R and 0 arguments
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*/
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template<typename R>
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bool CallFunction(jsval val, const char* name, R& ret);
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/**
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* Call the named property on the given object, with return type R and 1 argument
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*/
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template<typename T0, typename R>
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bool CallFunction(jsval val, const char* name, const T0& a0, R& ret);
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/**
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* Call the named property on the given object, with return type R and 2 arguments
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*/
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template<typename T0, typename T1, typename R>
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bool CallFunction(jsval val, const char* name, const T0& a0, const T1& a1, R& ret);
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jsval GetGlobalObject();
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/**
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* Set the named property on the global object
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*/
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template<typename T>
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bool SetGlobal(const char* name, const T& value);
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/**
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* Set the named property on the given object.
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* Optionally makes it {ReadOnly, DontDelete, DontEnum}.
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*/
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template<typename T>
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bool SetProperty(jsval obj, const char* name, const T& value, bool constant);
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template<typename T>
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bool GetProperty(jsval obj, const char* name, T& out);
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bool EnumeratePropertyNamesWithPrefix(jsval obj, const char* prefix, std::vector<std::string>& out);
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bool SetPrototype(jsval obj, jsval proto);
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bool Eval(const char* code);
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template<typename T> bool Eval(const char* code, T& out);
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/**
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* Report the given error message through the JS error reporting mechanism,
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* and throw a JS exception. (Callers can check IsPendingException, and must
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* return JS_FALSE in that case to propagate the exception.)
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*/
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void ReportError(const char* msg);
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/**
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* Load and execute the given script in a new function scope.
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* @param filename Name for debugging purposes (not used to load the file)
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* @param code JS code to execute
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* @return true on successful compilation and execution; false otherwise
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*/
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bool LoadScript(const std::wstring& filename, const std::wstring& code);
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/**
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* Convert a jsval to a C++ type. (This might trigger GC.)
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*/
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template<typename T> static bool FromJSVal(JSContext* cx, jsval val, T& ret);
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/**
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* Convert a C++ type to a jsval. (This might trigger GC. The return
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* value must be rooted if you don't want it to be collected.)
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*/
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template<typename T> static jsval ToJSVal(JSContext* cx, T const& val);
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bool AddRoot(void* ptr, const char* name);
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bool RemoveRoot(void* ptr);
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// Helper class for automatically rooting values
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class LocalRootScope
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{
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JSContext* m_cx;
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bool m_OK;
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public:
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// Tries to enter local root scope, so newly created
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// values won't be GCed. This might fail, so check OK()
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LocalRootScope(JSContext* cx);
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// Returns true if the local root scope was successfully entered
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bool OK();
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// Leaves the local root scope
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~LocalRootScope();
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private:
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LocalRootScope& operator=(const LocalRootScope&);
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};
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#define LOCAL_ROOT_SCOPE LocalRootScope scope(GetContext()); if (! scope.OK()) return false
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private:
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bool CallFunction_(jsval val, const char* name, std::vector<jsval>& args, jsval& ret);
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bool Eval_(const char* code, jsval& ret);
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bool SetGlobal_(const char* name, jsval value);
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bool SetProperty_(jsval obj, const char* name, jsval value, bool readonly);
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bool GetProperty_(jsval obj, const char* name, jsval& value);
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static bool IsExceptionPending(JSContext* cx);
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static JSClass* GetClass(JSContext* cx, JSObject* obj);
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static void* GetPrivate(JSContext* cx, JSObject* obj);
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void Register(const char* name, JSNative fptr, size_t nargs);
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std::auto_ptr<ScriptInterface_impl> m;
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// The nasty macro/template bits are split into a separate file so you don't have to look at them
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public:
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#include "NativeWrapperDecls.h"
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// This declares:
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//
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// template <R, T0..., TR (*fptr) (void* cbdata, T0...)>
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// void RegisterFunction(const char* functionName);
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//
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// template <R, T0..., TR (*fptr) (void* cbdata, T0...)>
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// static JSNative call;
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//
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// template <R, T0..., JSClass*, TC, TR (TC:*fptr) (T0...)>
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// static JSNative callMethod;
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//
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// template <dummy, T0...>
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// static size_t nargs();
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};
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// Implement those declared functions
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#include "NativeWrapperDefns.h"
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template<typename R>
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bool ScriptInterface::CallFunction(jsval val, const char* name, R& ret)
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{
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LOCAL_ROOT_SCOPE;
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jsval jsRet;
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std::vector<jsval> argv;
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bool ok = CallFunction_(val, name, argv, jsRet);
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if (!ok)
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return false;
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return FromJSVal(GetContext(), jsRet, ret);
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}
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template<typename T0>
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bool ScriptInterface::CallFunctionVoid(jsval val, const char* name, const T0& a0)
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{
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LOCAL_ROOT_SCOPE;
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jsval jsRet;
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std::vector<jsval> argv;
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argv.push_back(ToJSVal(GetContext(), a0));
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return CallFunction_(val, name, argv, jsRet);
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}
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template<typename T0, typename T1>
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bool ScriptInterface::CallFunctionVoid(jsval val, const char* name, const T0& a0, const T1& a1)
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{
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LOCAL_ROOT_SCOPE;
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jsval jsRet;
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std::vector<jsval> argv;
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argv.push_back(ToJSVal(GetContext(), a0));
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argv.push_back(ToJSVal(GetContext(), a1));
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return CallFunction_(val, name, argv, jsRet);
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}
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template<typename T0, typename R>
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bool ScriptInterface::CallFunction(jsval val, const char* name, const T0& a0, R& ret)
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{
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LOCAL_ROOT_SCOPE;
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jsval jsRet;
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std::vector<jsval> argv;
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argv.push_back(ToJSVal(GetContext(), a0));
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bool ok = CallFunction_(val, name, argv, jsRet);
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if (!ok)
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return false;
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return FromJSVal(GetContext(), jsRet, ret);
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}
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template<typename T0, typename T1, typename R>
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bool ScriptInterface::CallFunction(jsval val, const char* name, const T0& a0, const T1& a1, R& ret)
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{
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LOCAL_ROOT_SCOPE;
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jsval jsRet;
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std::vector<jsval> argv;
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argv.push_back(ToJSVal(GetContext(), a0));
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argv.push_back(ToJSVal(GetContext(), a1));
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bool ok = CallFunction_(val, name, argv, jsRet);
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if (!ok)
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return false;
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return FromJSVal(GetContext(), jsRet, ret);
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}
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template<typename T>
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bool ScriptInterface::SetGlobal(const char* name, const T& value)
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{
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LOCAL_ROOT_SCOPE;
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return SetGlobal_(name, ToJSVal(GetContext(), value));
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}
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template<typename T>
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bool ScriptInterface::SetProperty(jsval obj, const char* name, const T& value, bool readonly)
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{
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LOCAL_ROOT_SCOPE;
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return SetProperty_(obj, name, ToJSVal(GetContext(), value), readonly);
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}
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template<typename T>
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bool ScriptInterface::GetProperty(jsval obj, const char* name, T& out)
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{
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jsval val;
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if (! GetProperty_(obj, name, val))
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return false;
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return FromJSVal(GetContext(), val, out);
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}
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template<typename T>
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bool ScriptInterface::Eval(const char* code, T& ret)
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{
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jsval rval;
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if (! Eval_(code, rval))
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return false;
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return FromJSVal(GetContext(), rval, ret);
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}
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#endif // INCLUDED_SCRIPTINTERFACE
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