652 lines
21 KiB
C++
652 lines
21 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "graphics/MapReader.h"
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#include "gui/GUIManager.h"
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#include "lib/timer.h"
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#include "lib/utf8.h"
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#include "lib/sysdep/sysdep.h"
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#include "maths/FixedVector3D.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "network/NetTurnManager.h"
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#include "ps/CLogger.h"
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#include "ps/CConsole.h"
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#include "ps/Errors.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "ps/Hotkey.h"
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#include "ps/Overlay.h"
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#include "ps/ProfileViewer.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/SavedGame.h"
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#include "ps/UserReport.h"
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#include "ps/GameSetup/Atlas.h"
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#include "ps/GameSetup/Config.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpAIManager.h"
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#include "simulation2/components/ICmpCommandQueue.h"
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#include "simulation2/components/ICmpGuiInterface.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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#include "simulation2/components/ICmpSelectable.h"
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#include "simulation2/helpers/Selection.h"
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#include "js/jsapi.h"
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/*
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* This file defines a set of functions that are available to GUI scripts, to allow
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* interaction with the rest of the engine.
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* Functions are exposed to scripts within the global object 'Engine', so
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* scripts should call "Engine.FunctionName(...)" etc.
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*/
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extern void restart_mainloop_in_atlas(); // from main.cpp
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namespace {
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CScriptVal GetActiveGui(void* UNUSED(cbdata))
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{
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return OBJECT_TO_JSVAL(g_GUI->GetScriptObject());
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}
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void PushGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
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{
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g_GUI->PushPage(name, initData);
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}
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void SwitchGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
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{
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g_GUI->SwitchPage(name, initData);
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}
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void PopGuiPage(void* UNUSED(cbdata))
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{
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g_GUI->PopPage();
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}
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CScriptVal GuiInterfaceCall(void* cbdata, std::wstring name, CScriptVal data)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (!g_Game)
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return JSVAL_VOID;
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CSimulation2* sim = g_Game->GetSimulation2();
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ENSURE(sim);
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CmpPtr<ICmpGuiInterface> cmpGuiInterface(*sim, SYSTEM_ENTITY);
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if (!cmpGuiInterface)
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return JSVAL_VOID;
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int player = -1;
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if (g_Game)
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player = g_Game->GetPlayerID();
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CScriptValRooted arg (sim->GetScriptInterface().GetContext(), sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), data.get()));
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CScriptVal ret (cmpGuiInterface->ScriptCall(player, name, arg.get()));
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return guiManager->GetScriptInterface().CloneValueFromOtherContext(sim->GetScriptInterface(), ret.get());
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}
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void PostNetworkCommand(void* cbdata, CScriptVal cmd)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (!g_Game)
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return;
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CSimulation2* sim = g_Game->GetSimulation2();
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ENSURE(sim);
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CmpPtr<ICmpCommandQueue> cmpCommandQueue(*sim, SYSTEM_ENTITY);
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if (!cmpCommandQueue)
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return;
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jsval cmd2 = sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), cmd.get());
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cmpCommandQueue->PostNetworkCommand(cmd2);
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}
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std::vector<entity_id_t> PickEntitiesAtPoint(void* UNUSED(cbdata), int x, int y)
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{
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return EntitySelection::PickEntitiesAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, g_Game->GetPlayerID(), false);
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}
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std::vector<entity_id_t> PickFriendlyEntitiesInRect(void* UNUSED(cbdata), int x0, int y0, int x1, int y1, int player)
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{
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return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, player, false);
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}
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std::vector<entity_id_t> PickFriendlyEntitiesOnScreen(void* cbdata, int player)
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{
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return PickFriendlyEntitiesInRect(cbdata, 0, 0, g_xres, g_yres, player);
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}
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std::vector<entity_id_t> PickSimilarFriendlyEntities(void* UNUSED(cbdata), std::string templateName, bool includeOffScreen, bool matchRank, bool allowFoundations)
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{
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return EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, g_Game->GetPlayerID(), includeOffScreen, matchRank, false, allowFoundations);
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}
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CFixedVector3D GetTerrainAtScreenPoint(void* UNUSED(cbdata), int x, int y)
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{
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CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, true);
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return CFixedVector3D(fixed::FromFloat(pos.X), fixed::FromFloat(pos.Y), fixed::FromFloat(pos.Z));
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}
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std::wstring SetCursor(void* UNUSED(cbdata), std::wstring name)
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{
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std::wstring old = g_CursorName;
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g_CursorName = name;
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return old;
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}
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int GetPlayerID(void* UNUSED(cbdata))
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{
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if (g_Game)
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return g_Game->GetPlayerID();
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return -1;
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}
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std::wstring GetDefaultPlayerName(void* UNUSED(cbdata))
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{
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// TODO: this should come from a config file or something
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std::wstring name = sys_get_user_name();
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if (name.empty())
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name = L"anonymous";
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return name;
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}
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void StartNetworkGame(void* UNUSED(cbdata))
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{
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ENSURE(g_NetServer);
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g_NetServer->StartGame();
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}
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void StartGame(void* cbdata, CScriptVal attribs, int playerID)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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g_Game = new CGame();
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// Convert from GUI script context to sim script context
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CSimulation2* sim = g_Game->GetSimulation2();
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CScriptValRooted gameAttribs (sim->GetScriptInterface().GetContext(),
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sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), attribs.get()));
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(gameAttribs, "");
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}
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CScriptVal StartSavedGame(void* cbdata, std::wstring name)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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// Load the saved game data from disk
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CScriptValRooted metadata;
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std::string savedState;
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Status err = SavedGames::Load(name, guiManager->GetScriptInterface(), metadata, savedState);
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if (err < 0)
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return CScriptVal();
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g_Game = new CGame();
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// Convert from GUI script context to sim script context
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CSimulation2* sim = g_Game->GetSimulation2();
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CScriptValRooted gameMetadata (sim->GetScriptInterface().GetContext(),
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sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), metadata.get()));
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CScriptValRooted gameInitAttributes;
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sim->GetScriptInterface().GetProperty(gameMetadata.get(), "initAttributes", gameInitAttributes);
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int playerID;
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sim->GetScriptInterface().GetProperty(gameMetadata.get(), "player", playerID);
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// Start the game
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(gameInitAttributes, savedState);
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return metadata.get();
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}
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void SaveGame(void* cbdata)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (SavedGames::Save(L"quicksave", *g_Game->GetSimulation2(), guiManager, g_Game->GetPlayerID()) < 0)
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LOGERROR(L"Failed to save game");
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}
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void SetNetworkGameAttributes(void* cbdata, CScriptVal attribs)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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ENSURE(g_NetServer);
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g_NetServer->UpdateGameAttributes(attribs, guiManager->GetScriptInterface());
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}
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void StartNetworkHost(void* cbdata, std::wstring playerName)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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g_NetServer = new CNetServer();
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if (!g_NetServer->SetupConnection())
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{
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guiManager->GetScriptInterface().ReportError("Failed to start server");
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SAFE_DELETE(g_NetServer);
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return;
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}
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g_Game = new CGame();
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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if (!g_NetClient->SetupConnection("127.0.0.1"))
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{
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guiManager->GetScriptInterface().ReportError("Failed to connect to server");
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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}
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void StartNetworkJoin(void* cbdata, std::wstring playerName, std::string serverAddress)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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g_Game = new CGame();
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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if (!g_NetClient->SetupConnection(serverAddress))
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{
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guiManager->GetScriptInterface().ReportError("Failed to connect to server");
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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}
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void DisconnectNetworkGame(void* UNUSED(cbdata))
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{
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// TODO: we ought to do async reliable disconnections
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SAFE_DELETE(g_NetServer);
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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CScriptVal PollNetworkClient(void* cbdata)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (!g_NetClient)
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return CScriptVal();
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CScriptValRooted poll = g_NetClient->GuiPoll();
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// Convert from net client context to GUI script context
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return guiManager->GetScriptInterface().CloneValueFromOtherContext(g_NetClient->GetScriptInterface(), poll.get());
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}
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void AssignNetworkPlayer(void* UNUSED(cbdata), int playerID, std::string guid)
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{
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ENSURE(g_NetServer);
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g_NetServer->AssignPlayer(playerID, guid);
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}
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void SendNetworkChat(void* UNUSED(cbdata), std::wstring message)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendChatMessage(message);
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}
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std::vector<CScriptValRooted> GetAIs(void* cbdata)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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return ICmpAIManager::GetAIs(guiManager->GetScriptInterface());
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}
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std::vector<CScriptValRooted> GetSavedGames(void* cbdata)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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return SavedGames::GetSavedGames(guiManager->GetScriptInterface());
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}
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bool DeleteSavedGame(void* UNUSED(cbdata), std::wstring name)
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{
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return SavedGames::DeleteSavedGame(name);
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}
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void OpenURL(void* UNUSED(cbdata), std::string url)
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{
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sys_open_url(url);
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}
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void RestartInAtlas(void* UNUSED(cbdata))
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{
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restart_mainloop_in_atlas();
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}
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bool AtlasIsAvailable(void* UNUSED(cbdata))
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{
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return ATLAS_IsAvailable();
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}
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bool IsAtlasRunning(void* UNUSED(cbdata))
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{
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return (g_AtlasGameLoop && g_AtlasGameLoop->running);
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}
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CScriptVal LoadMapSettings(void* cbdata, VfsPath pathname)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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CMapSummaryReader reader;
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if (reader.LoadMap(pathname.ChangeExtension(L".xml")) != PSRETURN_OK)
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return CScriptVal();
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return reader.GetMapSettings(guiManager->GetScriptInterface()).get();
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}
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CScriptVal GetMapSettings(void* cbdata)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (!g_Game)
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return CScriptVal();
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return guiManager->GetScriptInterface().CloneValueFromOtherContext(
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g_Game->GetSimulation2()->GetScriptInterface(),
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g_Game->GetSimulation2()->GetMapSettings().get());
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}
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/**
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* Start / stop camera following mode
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* @param entityid unit id to follow. If zero, stop following mode
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*/
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void CameraFollow(void* UNUSED(cbdata), entity_id_t entityid)
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{
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if (g_Game && g_Game->GetView())
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g_Game->GetView()->CameraFollow(entityid, false);
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}
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/**
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* Start / stop first-person camera following mode
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* @param entityid unit id to follow. If zero, stop following mode
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*/
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void CameraFollowFPS(void* UNUSED(cbdata), entity_id_t entityid)
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{
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if (g_Game && g_Game->GetView())
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g_Game->GetView()->CameraFollow(entityid, true);
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}
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/// Move camera to a 2D location
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void CameraMoveTo(void* UNUSED(cbdata), entity_pos_t x, entity_pos_t z)
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{
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// called from JS; must not fail
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if(!(g_Game && g_Game->GetWorld() && g_Game->GetView() && g_Game->GetWorld()->GetTerrain()))
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return;
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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CVector3D target;
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target.X = x.ToFloat();
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target.Z = z.ToFloat();
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target.Y = terrain->GetExactGroundLevel(target.X, target.Z);
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g_Game->GetView()->MoveCameraTarget(target);
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}
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entity_id_t GetFollowedEntity(void* UNUSED(cbdata))
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{
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if (g_Game && g_Game->GetView())
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return g_Game->GetView()->GetFollowedEntity();
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return INVALID_ENTITY;
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}
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bool HotkeyIsPressed_(void* UNUSED(cbdata), std::string hotkeyName)
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{
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return HotkeyIsPressed(hotkeyName);
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}
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void DisplayErrorDialog(void* UNUSED(cbdata), std::wstring msg)
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{
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debug_DisplayError(msg.c_str(), DE_NO_DEBUG_INFO, NULL, NULL, NULL, 0, NULL, NULL);
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}
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CScriptVal GetProfilerState(void* cbdata)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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return g_ProfileViewer.SaveToJS(guiManager->GetScriptInterface());
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}
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bool IsUserReportEnabled(void* UNUSED(cbdata))
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{
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return g_UserReporter.IsReportingEnabled();
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}
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void SetUserReportEnabled(void* UNUSED(cbdata), bool enabled)
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{
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g_UserReporter.SetReportingEnabled(enabled);
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}
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std::string GetUserReportStatus(void* UNUSED(cbdata))
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{
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return g_UserReporter.GetStatus();
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}
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void SubmitUserReport(void* UNUSED(cbdata), std::string type, int version, std::wstring data)
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{
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g_UserReporter.SubmitReport(type.c_str(), version, utf8_from_wstring(data));
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}
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void SetSimRate(void* UNUSED(cbdata), float rate)
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{
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g_Game->SetSimRate(rate);
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}
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void SetTurnLength(void* UNUSED(cbdata), int length)
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{
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if (g_NetServer)
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g_NetServer->SetTurnLength(length);
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else
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LOGERROR(L"Only network host can change turn length");
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}
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// Focus the game camera on a given position.
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void SetCameraTarget(void* UNUSED(cbdata), float x, float y, float z)
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{
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g_Game->GetView()->ResetCameraTarget(CVector3D(x, y, z));
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}
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// Deliberately cause the game to crash.
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// Currently implemented via access violation (read of address 0).
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// Useful for testing the crashlog/stack trace code.
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int Crash(void* UNUSED(cbdata))
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{
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debug_printf(L"Crashing at user's request.\n");
|
|
return *(volatile int*)0;
|
|
}
|
|
|
|
void DebugWarn(void* UNUSED(cbdata))
|
|
{
|
|
debug_warn(L"Warning at user's request.");
|
|
}
|
|
|
|
// Force a JS garbage collection cycle to take place immediately.
|
|
// Writes an indication of how long this took to the console.
|
|
void ForceGC(void* cbdata)
|
|
{
|
|
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
|
|
|
|
double time = timer_Time();
|
|
JS_GC(guiManager->GetScriptInterface().GetContext());
|
|
time = timer_Time() - time;
|
|
g_Console->InsertMessage(L"Garbage collection completed in: %f", time);
|
|
}
|
|
|
|
void DumpSimState(void* UNUSED(cbdata))
|
|
{
|
|
OsPath path = psLogDir()/"sim_dump.txt";
|
|
std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
|
|
g_Game->GetSimulation2()->DumpDebugState(file);
|
|
}
|
|
|
|
void DumpTerrainMipmap(void* UNUSED(cbdata))
|
|
{
|
|
VfsPath filename(L"screenshots/terrainmipmap.png");
|
|
g_Game->GetWorld()->GetTerrain()->GetHeightMipmap().DumpToDisk(filename);
|
|
OsPath realPath;
|
|
g_VFS->GetRealPath(filename, realPath);
|
|
LOGMESSAGERENDER(L"Terrain mipmap written to '%ls'", realPath.string().c_str());
|
|
}
|
|
|
|
void EnableTimeWarpRecording(void* UNUSED(cbdata), unsigned int numTurns)
|
|
{
|
|
g_Game->GetTurnManager()->EnableTimeWarpRecording(numTurns);
|
|
}
|
|
|
|
void RewindTimeWarp(void* UNUSED(cbdata))
|
|
{
|
|
g_Game->GetTurnManager()->RewindTimeWarp();
|
|
}
|
|
|
|
void QuickSave(void* UNUSED(cbdata))
|
|
{
|
|
g_Game->GetTurnManager()->QuickSave();
|
|
}
|
|
|
|
void QuickLoad(void* UNUSED(cbdata))
|
|
{
|
|
g_Game->GetTurnManager()->QuickLoad();
|
|
}
|
|
|
|
void SetBoundingBoxDebugOverlay(void* UNUSED(cbdata), bool enabled)
|
|
{
|
|
ICmpSelectable::ms_EnableDebugOverlays = enabled;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
void GuiScriptingInit(ScriptInterface& scriptInterface)
|
|
{
|
|
// GUI manager functions:
|
|
scriptInterface.RegisterFunction<CScriptVal, &GetActiveGui>("GetActiveGui");
|
|
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &PushGuiPage>("PushGuiPage");
|
|
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &SwitchGuiPage>("SwitchGuiPage");
|
|
scriptInterface.RegisterFunction<void, &PopGuiPage>("PopGuiPage");
|
|
|
|
// Simulation<->GUI interface functions:
|
|
scriptInterface.RegisterFunction<CScriptVal, std::wstring, CScriptVal, &GuiInterfaceCall>("GuiInterfaceCall");
|
|
scriptInterface.RegisterFunction<void, CScriptVal, &PostNetworkCommand>("PostNetworkCommand");
|
|
|
|
// Entity picking
|
|
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, &PickEntitiesAtPoint>("PickEntitiesAtPoint");
|
|
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, int, int, int, &PickFriendlyEntitiesInRect>("PickFriendlyEntitiesInRect");
|
|
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, &PickFriendlyEntitiesOnScreen>("PickFriendlyEntitiesOnScreen");
|
|
scriptInterface.RegisterFunction<std::vector<entity_id_t>, std::string, bool, bool, bool, &PickSimilarFriendlyEntities>("PickSimilarFriendlyEntities");
|
|
scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtScreenPoint>("GetTerrainAtScreenPoint");
|
|
|
|
// Network / game setup functions
|
|
scriptInterface.RegisterFunction<void, &StartNetworkGame>("StartNetworkGame");
|
|
scriptInterface.RegisterFunction<void, CScriptVal, int, &StartGame>("StartGame");
|
|
scriptInterface.RegisterFunction<void, std::wstring, &StartNetworkHost>("StartNetworkHost");
|
|
scriptInterface.RegisterFunction<void, std::wstring, std::string, &StartNetworkJoin>("StartNetworkJoin");
|
|
scriptInterface.RegisterFunction<void, &DisconnectNetworkGame>("DisconnectNetworkGame");
|
|
scriptInterface.RegisterFunction<CScriptVal, &PollNetworkClient>("PollNetworkClient");
|
|
scriptInterface.RegisterFunction<void, CScriptVal, &SetNetworkGameAttributes>("SetNetworkGameAttributes");
|
|
scriptInterface.RegisterFunction<void, int, std::string, &AssignNetworkPlayer>("AssignNetworkPlayer");
|
|
scriptInterface.RegisterFunction<void, std::wstring, &SendNetworkChat>("SendNetworkChat");
|
|
scriptInterface.RegisterFunction<std::vector<CScriptValRooted>, &GetAIs>("GetAIs");
|
|
|
|
// Saved games
|
|
scriptInterface.RegisterFunction<CScriptVal, std::wstring, &StartSavedGame>("StartSavedGame");
|
|
scriptInterface.RegisterFunction<std::vector<CScriptValRooted>, &GetSavedGames>("GetSavedGames");
|
|
scriptInterface.RegisterFunction<bool, std::wstring, &DeleteSavedGame>("DeleteSavedGame");
|
|
scriptInterface.RegisterFunction<void, &SaveGame>("SaveGame");
|
|
scriptInterface.RegisterFunction<void, &QuickSave>("QuickSave");
|
|
scriptInterface.RegisterFunction<void, &QuickLoad>("QuickLoad");
|
|
|
|
// Misc functions
|
|
scriptInterface.RegisterFunction<std::wstring, std::wstring, &SetCursor>("SetCursor");
|
|
scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
|
|
scriptInterface.RegisterFunction<std::wstring, &GetDefaultPlayerName>("GetDefaultPlayerName");
|
|
scriptInterface.RegisterFunction<void, std::string, &OpenURL>("OpenURL");
|
|
scriptInterface.RegisterFunction<void, &RestartInAtlas>("RestartInAtlas");
|
|
scriptInterface.RegisterFunction<bool, &AtlasIsAvailable>("AtlasIsAvailable");
|
|
scriptInterface.RegisterFunction<bool, &IsAtlasRunning>("IsAtlasRunning");
|
|
scriptInterface.RegisterFunction<CScriptVal, VfsPath, &LoadMapSettings>("LoadMapSettings");
|
|
scriptInterface.RegisterFunction<CScriptVal, &GetMapSettings>("GetMapSettings");
|
|
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollow>("CameraFollow");
|
|
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollowFPS>("CameraFollowFPS");
|
|
scriptInterface.RegisterFunction<void, entity_pos_t, entity_pos_t, &CameraMoveTo>("CameraMoveTo");
|
|
scriptInterface.RegisterFunction<entity_id_t, &GetFollowedEntity>("GetFollowedEntity");
|
|
scriptInterface.RegisterFunction<bool, std::string, &HotkeyIsPressed_>("HotkeyIsPressed");
|
|
scriptInterface.RegisterFunction<void, std::wstring, &DisplayErrorDialog>("DisplayErrorDialog");
|
|
scriptInterface.RegisterFunction<CScriptVal, &GetProfilerState>("GetProfilerState");
|
|
|
|
// User report functions
|
|
scriptInterface.RegisterFunction<bool, &IsUserReportEnabled>("IsUserReportEnabled");
|
|
scriptInterface.RegisterFunction<void, bool, &SetUserReportEnabled>("SetUserReportEnabled");
|
|
scriptInterface.RegisterFunction<std::string, &GetUserReportStatus>("GetUserReportStatus");
|
|
scriptInterface.RegisterFunction<void, std::string, int, std::wstring, &SubmitUserReport>("SubmitUserReport");
|
|
|
|
// Development/debugging functions
|
|
scriptInterface.RegisterFunction<void, float, &SetSimRate>("SetSimRate");
|
|
scriptInterface.RegisterFunction<void, int, &SetTurnLength>("SetTurnLength");
|
|
scriptInterface.RegisterFunction<void, float, float, float, &SetCameraTarget>("SetCameraTarget");
|
|
scriptInterface.RegisterFunction<int, &Crash>("Crash");
|
|
scriptInterface.RegisterFunction<void, &DebugWarn>("DebugWarn");
|
|
scriptInterface.RegisterFunction<void, &ForceGC>("ForceGC");
|
|
scriptInterface.RegisterFunction<void, &DumpSimState>("DumpSimState");
|
|
scriptInterface.RegisterFunction<void, &DumpTerrainMipmap>("DumpTerrainMipmap");
|
|
scriptInterface.RegisterFunction<void, unsigned int, &EnableTimeWarpRecording>("EnableTimeWarpRecording");
|
|
scriptInterface.RegisterFunction<void, &RewindTimeWarp>("RewindTimeWarp");
|
|
scriptInterface.RegisterFunction<void, bool, &SetBoundingBoxDebugOverlay>("SetBoundingBoxDebugOverlay");
|
|
}
|