예제 #1
0
void PushWeakObject(duk_context* ctx, Object* object)
{
    if (!object)
    {
        duk_push_null(ctx);
        return;
    }

    duk_push_heap_stash(ctx);

    // Check if the wrapper for the object already exists in stash
    // This is required so that comparisons of object references (e.g. against the me property) work properly
    if (duk_has_prop_index(ctx, -1, (size_t)object))
    {
        duk_get_prop_index(ctx, -1, (size_t)object);
        WeakPtr<Object>* oldPtr = GetWeakPtr(ctx, -1);
        if (oldPtr && oldPtr->Get() == object)
        {
            duk_remove(ctx, -2); // Remove stash
            return;
        }
        else
            duk_pop(ctx); // Valid existing wrapper not found
    }

    duk_push_object(ctx);
    WeakPtr<Object>* ptr = new WeakPtr<Object>(object);
    duk_push_pointer(ctx, ptr);
    duk_put_prop_string(ctx, -2, "\xff""weak");
    duk_push_c_function(ctx, WeakPtr_Finalizer, 1);
    duk_set_finalizer(ctx, -2);

    // Set prototype. If not found, use base class prototype (e.g. IComponent)
    duk_get_global_string(ctx, object->GetTypeName().CString());
    if (!duk_is_object(ctx, -1))
    {
        duk_pop(ctx);
        duk_get_global_string(ctx, object->GetTypeInfo()->GetBaseTypeInfo()->GetTypeName().CString());
    }
    duk_get_prop_string(ctx, -1, "prototype");
    duk_set_prototype(ctx, -3);
    duk_pop(ctx);

    // Proxied property access handling for scene, entity & component
    if (object->GetType() == Scene::GetTypeStatic())
        SetupProxy(ctx, SceneProxyFunctions);
    if (object->GetType() == Entity::GetTypeStatic())
        SetupProxy(ctx, EntityProxyFunctions);
    else if (dynamic_cast<IComponent*>(object))
        SetupProxy(ctx, ComponentProxyFunctions);

    // Store to stash
    duk_dup(ctx, -1);
    duk_put_prop_index(ctx, -3, (size_t)object);
    duk_remove(ctx, -2); // Remove stash
}