TombEngine/TR5Main/Scripting/GameScriptDisplayString.cpp
2021-08-27 18:49:59 +01:00

61 lines
1.6 KiB
C++

#include "framework.h"
#include "GameScriptDisplayString.h"
UserDisplayString::UserDisplayString(std::string const& key, int x, int y, D3DCOLOR col, int flags) :
m_key{ key },
m_x{ x },
m_y{ y },
m_color{ col },
m_flags{ flags }
{
}
GameScriptDisplayString::GameScriptDisplayString() {
// We don't ever dereference this pointer; it's just
// a handy way to get a most-likely-unique key
// for a hash map.
m_id = reinterpret_cast<DisplayStringIDType>(this);
}
std::unique_ptr<GameScriptDisplayString> GameScriptDisplayString::Create(std::string const & key, int x, int y, GameScriptColor col, int flags)
{
auto ptr = std::make_unique<GameScriptDisplayString>();
auto id = ptr->m_id;
UserDisplayString ds{ key, x, y, col, flags };
s_addItemCallback(id, ds);
return ptr;
}
GameScriptDisplayString::~GameScriptDisplayString()
{
s_removeItemCallback(m_id);
}
void GameScriptDisplayString::Register(sol::state* state)
{
state->new_usertype<GameScriptDisplayString>(
"DisplayString",
"new", sol::factories(&GameScriptDisplayString::Create)
);
}
DisplayStringIDType GameScriptDisplayString::GetID() const
{
return m_id;
}
AddItemCallback GameScriptDisplayString::s_addItemCallback = [](DisplayStringIDType, UserDisplayString)
{
std::string err = "\"Add string\" callback is not set.";
throw TENScriptException(err);
};
// This is called by a destructor (or will be if we forget to assign it during a refactor)
// and destructors "must never throw", so we terminate instead.
RemoveItemCallback GameScriptDisplayString::s_removeItemCallback = [](DisplayStringIDType)
{
TENLog("\"Remove string\" callback is not set.", LogLevel::Error);
std::terminate();
};