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0ad/source/graphics/scripting/JSInterface_GameView.h
wraitii ab5616b4c4 Mass rename CxPrivate to CmptPrivate.
As part of the SM45->52 migration, a ScriptInterface becomes a wrapper
around a JSCompartment, not a JSContext, thus we ought to store private
data for the compartment and not the context.
This is a mass rename of CxPrivate to CmptPrivate to match that before
the actual changes.

Part of the SM52 migration, stage: SM45 compatible

Patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3089
This was SVN commit r24177.
2020-11-13 16:44:15 +00:00

52 lines
2.3 KiB
C++

/* Copyright (C) 2019 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_JSINTERFACE_GAMEVIEW
#define INCLUDED_JSINTERFACE_GAMEVIEW
#include "maths/FixedVector3D.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/helpers/Position.h"
#include "simulation2/system/Entity.h"
#define DECLARE_BOOLEAN_SCRIPT_SETTING(NAME) \
bool Get##NAME##Enabled(ScriptInterface::CmptPrivate* pCmptPrivate); \
void Set##NAME##Enabled(ScriptInterface::CmptPrivate* pCmptPrivate, bool Enabled);
namespace JSI_GameView
{
void RegisterScriptFunctions(const ScriptInterface& ScriptInterface);
void RegisterScriptFunctions_Settings(const ScriptInterface& scriptInterface);
DECLARE_BOOLEAN_SCRIPT_SETTING(Culling);
DECLARE_BOOLEAN_SCRIPT_SETTING(LockCullCamera);
DECLARE_BOOLEAN_SCRIPT_SETTING(ConstrainCamera);
JS::Value GetCameraPivot(ScriptInterface::CmptPrivate* pCmptPrivate);
void CameraMoveTo(ScriptInterface::CmptPrivate* pCmptPrivate, entity_pos_t x, entity_pos_t z);
void SetCameraTarget(ScriptInterface::CmptPrivate* pCmptPrivate, float x, float y, float z);
void SetCameraData(ScriptInterface::CmptPrivate* pCmptPrivate, entity_pos_t x, entity_pos_t y, entity_pos_t z, entity_pos_t rotx, entity_pos_t roty, entity_pos_t zoom);
void CameraFollow(ScriptInterface::CmptPrivate* pCmptPrivate, entity_id_t entityid);
void CameraFollowFPS(ScriptInterface::CmptPrivate* pCmptPrivate, entity_id_t entityid);
entity_id_t GetFollowedEntity(ScriptInterface::CmptPrivate* pCmptPrivate);
CFixedVector3D GetTerrainAtScreenPoint(ScriptInterface::CmptPrivate* pCmptPrivate, int x, int y);
}
#undef DECLARE_BOOLEAN_SCRIPT_SETTING
#endif // INCLUDED_JSINTERFACE_GAMEVIEW