khanat-opennel-code/code/nel/src/gui/reflect.cpp

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