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source/gui/Scripting/GuiScriptConversions.cpp
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template<> void ScriptInterface::ToJSVal<IGUIObject*>(JSContext* UNUSED(cx), JS::MutableHandleValue ret, IGUIObject* const& val) | template<> void ScriptInterface::ToJSVal<IGUIObject*>(JSContext* UNUSED(cx), JS::MutableHandleValue ret, IGUIObject* const& val) | ||||
{ | { | ||||
if (val == nullptr) | if (val == nullptr) | ||||
ret.setNull(); | ret.setNull(); | ||||
else | else | ||||
ret.setObject(*val->GetJSObject()); | ret.setObject(*val->GetJSObject()); | ||||
} | } | ||||
template<> void ScriptInterface::ToJSVal<std::vector<IGUIObject*> >(JSContext* cx, JS::MutableHandleValue ret, const std::vector<IGUIObject*>& val) | |||||
{ | |||||
ToJSVal_vector(cx, ret, val); | |||||
} | |||||
template<> void ScriptInterface::ToJSVal<CGUIString>(JSContext* cx, JS::MutableHandleValue ret, const CGUIString& val) | template<> void ScriptInterface::ToJSVal<CGUIString>(JSContext* cx, JS::MutableHandleValue ret, const CGUIString& val) | ||||
{ | { | ||||
ScriptInterface::ToJSVal(cx, ret, val.GetOriginalString()); | ScriptInterface::ToJSVal(cx, ret, val.GetOriginalString()); | ||||
} | } | ||||
template<> bool ScriptInterface::FromJSVal<CGUIString>(JSContext* cx, JS::HandleValue v, CGUIString& out) | template<> bool ScriptInterface::FromJSVal<CGUIString>(JSContext* cx, JS::HandleValue v, CGUIString& out) | ||||
{ | { | ||||
std::wstring val; | std::wstring val; | ||||
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Wildfire Games · Phabricator