Files
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00

66 lines
2.2 KiB
C

/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_COMPONENT
#define INCLUDED_COMPONENT
// These headers are included because they are required in component implementation,
// so including them here transitively makes sense.
#include "simulation2/system/CmpPtr.h"
#include "simulation2/system/Components.h"
#include "simulation2/system/ComponentManager.h"
#include "simulation2/system/IComponent.h"
#include "simulation2/system/ParamNode.h"
#include "simulation2/system/SimContext.h"
#include "simulation2/serialization/ISerializer.h"
#include "simulation2/serialization/IDeserializer.h"
#define REGISTER_COMPONENT_TYPE(cname) \
void RegisterComponentType_##cname(CComponentManager& mgr) \
{ \
IComponent::RegisterComponentType(mgr, CCmp##cname::GetInterfaceId(), CID_##cname, CCmp##cname::Allocate, CCmp##cname::Deallocate, #cname, CCmp##cname::GetSchema()); \
CCmp##cname::ClassInit(mgr); \
}
#define DEFAULT_COMPONENT_ALLOCATOR(cname) \
static IComponent* Allocate(const Script::Interface&, JS::HandleValue) { return new CCmp##cname(); } \
static void Deallocate(IComponent* cmp) { delete static_cast<CCmp##cname*> (cmp); } \
int GetComponentTypeId() const override \
{ \
return CID_##cname; \
}
#define DEFAULT_MOCK_COMPONENT() \
int GetComponentTypeId() const override \
{ \
return -1; \
} \
void Init(const CParamNode&) override \
{ \
} \
void Deinit() override \
{ \
} \
void Serialize(ISerializer&) override \
{ \
} \
void Deserialize(const CParamNode&, IDeserializer&) override \
{ \
} \
#endif // INCLUDED_COMPONENT