/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "JSInterface_Renderer.h" #include "graphics/TextureManager.h" #include "renderer/RenderingOptions.h" #include "renderer/Renderer.h" #include "scriptinterface/FunctionWrapper.h" namespace JSI_Renderer { #define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME) \ bool Get##NAME##Enabled() \ { \ return g_RenderingOptions.Get##NAME(); \ } \ \ void Set##NAME##Enabled(bool enabled) \ { \ g_RenderingOptions.Set##NAME(enabled); \ } IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayFrustum); IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum); #undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING std::string GetRenderPath() { return RenderPathEnum::ToString(g_RenderingOptions.GetRenderPath()); } std::string GetRenderDebugMode() { return RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()).c_str(); } void SetRenderDebugMode(const std::string& mode) { g_RenderingOptions.SetRenderDebugMode(RenderDebugModeEnum::FromString(mode)); } bool TextureExists(const std::wstring& filename) { return g_Renderer.GetTextureManager().TextureExists(filename); } #define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \ ScriptFunction::Register<&Get##NAME##Enabled>(rq, "Renderer_Get" #NAME "Enabled"); \ ScriptFunction::Register<&Set##NAME##Enabled>(rq, "Renderer_Set" #NAME "Enabled"); void RegisterScriptFunctions(const ScriptRequest& rq) { ScriptFunction::Register<&GetRenderPath>(rq, "Renderer_GetRenderPath"); ScriptFunction::Register<&TextureExists>(rq, "TextureExists"); ScriptFunction::Register<&GetRenderDebugMode>(rq, "Renderer_GetRenderDebugMode"); ScriptFunction::Register<&SetRenderDebugMode>(rq, "Renderer_SetRenderDebugMode"); REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayFrustum); REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum); } #undef REGISTER_BOOLEAN_SCRIPT_SETTING }