DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarth/Script
2024-12-25 07:49:36 +08:00

130 lines
3.5 KiB
C++

/* -*-c++-*- */
/* osgEarth - Geospatial SDK for OpenSceneGraph
* Copyright 2020 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_FEATURES_SCRIPT_H
#define OSGEARTH_FEATURES_SCRIPT_H 1
#include <osgEarth/Common>
#include <stdlib.h>
#include <string>
namespace osgEarth
{
/**
* Script contains code written in a scripting language (javascript is default).
*/
class OSGEARTH_EXPORT Script : public osg::Referenced
{
public:
/**
* Constructs a new script with code in the specified language.
*
* @param code
* Source code
* @param language
* Script language (default is javascript)
* @param name
* Name of the script
*/
Script( const std::string& code="", const std::string& language="javascript", const std::string& name="" )
: _name(name), _language(language), _code(code) { }
virtual ~Script() { }
/**
* Sets the name of this script.
*
* @param name
* Name of the script
*/
void setName( const std::string& name ) { _name = name; }
/**
* Gets the name of this script.
*
* @return Name of the script
*/
const std::string& getName() const { return _name; }
/**
* Sets the scripting language of the code.
*
* @param language
* Language in which the script is written (e.g., "javascript")
*/
void setLanguage( const std::string& language ) { _language = language; }
/**
* Gets the scripting language the code is written in.
*
* @return Lanuage in which the script is written (e.g., "javascript")
*/
const std::string& getLanguage() const { return _language; }
/**
* Sets the source code.
*
* @param code
* Source code
*/
void setCode( const std::string& code ) { _code = code; }
/**
* Gets the source code.
*
* @return Source code
*/
const std::string& getCode() const { return _code; }
private:
std::string _name;
std::string _language;
std::string _code;
};
class OSGEARTH_EXPORT ScriptResult : public osg::Referenced
{
public:
ScriptResult()
: _value(""), _success(false), _msg("Script result not set") {}
ScriptResult(const std::string& val, bool success=true, const std::string& message="")
: _value(val), _success(success), _msg(message) {}
bool success() const { return _success; }
const std::string& message() const { return _msg; }
const std::string& asString() const { return _value; }
double asDouble(double defaultValue=0.0) const { return _value.length() > 0 ? ::atof(_value.c_str()) : defaultValue; }
bool asBool() const { return _value.compare("true")==0; }
protected:
std::string _value;
bool _success;
std::string _msg;
};
} // namespace osgEarth
#endif // OSGEARTH_FEATURES_SCRIPT_H