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UnrealEngineUWP/Engine/Source/Runtime/WebBrowser/Private/Android/AndroidJSStructDeserializerBackend.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "AndroidJSStructDeserializerBackend.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "AndroidJSScripting.h"
#include "UObject/UnrealType.h"
#include "Templates/Casts.h"
namespace
{
// @todo: this function is copied from CEFJSStructDeserializerBackend.cpp. Move shared utility code to a common header file
/**
* Sets the value of the given property.
*
* @param Property The property to set.
* @param Outer The property that contains the property to be set, if any.
* @param Data A pointer to the memory holding the property's data.
* @param ArrayIndex The index of the element to set (if the property is an array).
* @return true on success, false otherwise.
* @see ClearPropertyValue
*/
template<typename UPropertyType, typename PropertyType>
bool SetPropertyValue( UProperty* Property, UProperty* Outer, void* Data, int32 ArrayIndex, const PropertyType& Value )
{
PropertyType* ValuePtr = nullptr;
UArrayProperty* ArrayProperty = Cast<UArrayProperty>(Outer);
if (ArrayProperty != nullptr)
{
if (ArrayProperty->Inner != Property)
{
return false;
}
FScriptArrayHelper ArrayHelper(ArrayProperty, ArrayProperty->template ContainerPtrToValuePtr<void>(Data));
int32 Index = ArrayHelper.AddValue();
ValuePtr = (PropertyType*)ArrayHelper.GetRawPtr(Index);
}
else
{
UPropertyType* TypedProperty = Cast<UPropertyType>(Property);
if (TypedProperty == nullptr || ArrayIndex >= TypedProperty->ArrayDim)
{
return false;
}
ValuePtr = TypedProperty->template ContainerPtrToValuePtr<PropertyType>(Data, ArrayIndex);
}
if (ValuePtr == nullptr)
{
return false;
}
*ValuePtr = Value;
return true;
}
}
bool FAndroidJSStructDeserializerBackend::ReadProperty( UProperty* Property, UProperty* Outer, void* Data, int32 ArrayIndex )
{
switch (GetLastNotation())
{
case EJsonNotation::String:
{
if (Property->IsA<UStructProperty>())
{
UStructProperty* StructProperty = Cast<UStructProperty>(Property);
if ( StructProperty->Struct == FWebJSFunction::StaticStruct())
{
FGuid CallbackID;
if (!FGuid::Parse(GetReader()->GetValueAsString(), CallbackID))
{
return false;
}
FWebJSFunction CallbackObject(Scripting, CallbackID);
return SetPropertyValue<UStructProperty, FWebJSFunction>(Property, Outer, Data, ArrayIndex, CallbackObject);
}
}
}
break;
}
// If we reach this, default to parent class behavior
return FJsonStructDeserializerBackend::ReadProperty(Property, Outer, Data, ArrayIndex);
}
FAndroidJSStructDeserializerBackend::FAndroidJSStructDeserializerBackend(FAndroidJSScriptingRef InScripting, const FString& JsonString)
: Scripting(InScripting)
, JsonData()
, Reader(JsonData)
, FJsonStructDeserializerBackend(Reader)
{
auto Convert = StringCast<UCS2CHAR>(*JsonString);
JsonData.Append((uint8*)Convert.Get(), JsonString.Len() * sizeof(UCS2CHAR));
}