Add mod selection mod.

Includes some contributions by rada and sanderd17.

This was SVN commit r15677.
This commit is contained in:
leper 2014-08-25 16:02:54 +00:00
parent 523d220ac5
commit 64bfa089af
17 changed files with 939 additions and 12 deletions

View File

@ -374,3 +374,6 @@ lobby.history = 0 ; Number of past messages to display o
; Overlay Preferences
overlay.fps = "false" ; Show frames per second in top right corner
overlay.realtime = "false" ; Show current system time in top right corner
; MOD SETTINGS
;mod.enabledmods = "mod public"

View File

@ -0,0 +1,494 @@
/*
Example contents of g_mods:
{
"foldername1": { // this is the content of the json file in a specific mod
name: "unique_shortname", // eg "0ad", "rote"
version: "0.0.16",
label: "Nice Mod Name", // eg "0 A.D. - Empires Ascendant"
type: "content|functionality|mixed/mod-pack",
url: "http://wildfregames.com/",
description: "",
dependencies: [] // (name({<,<=,==,>=,>}version)?)+
},
"foldername2": {
name: "mod2",
label: "Mod 2",
version: "1.1",
type: "content|functionality|mixed/mod-pack",
url: "http://play0ad.wfg.com/",
description: "",
dependencies: []
}
}
*/
var g_mods = {}; // Contains all JSONs as explained in the structure above
var g_modsEnabled = []; // folder names
var g_modsAvailable = []; // folder names
const g_sortByOptions = [translate("Name"), translate("Label"), translate("Folder"), translate("Version")];
const SORT_BY_NAME = 0;
const SORT_BY_FOLDER = 1;
const SORT_BY_LABEL = 2;
const SORT_BY_VERSION = 3;
var g_modTypes = [translate("Type: Any")];
/**
* Fetches the mod lists in JSON from the Engine.
* Initiates a first creation of the GUI lists.
* Enabled mods are read from the Configuration and checked if still available.
*/
function init()
{
g_mods = Engine.GetAvailableMods();
g_modsEnabled = getExistingModsFromConfig();
g_modsAvailable = Object.keys(g_mods).filter(function(i) { return g_modsEnabled.indexOf(i) === -1; });
Engine.GetGUIObjectByName("negateFilter").checked = false;
Engine.GetGUIObjectByName("modGenericFilter").caption = translate("Filter");
Engine.GetGUIObjectByName("modTypeFilter").selected = 0;
var sortBy = Engine.GetGUIObjectByName("sortBy");
sortBy.list = g_sortByOptions;
sortBy.selected = SORT_BY_NAME;
// sort ascending by default
Engine.GetGUIObjectByName("isOrderDescending").checked = false;
generateModsLists();
Engine.GetGUIObjectByName("message").caption = translate("Message: Mods Loaded.");
}
/**
* Recreating both the available and enabled mods lists.
*/
function generateModsLists()
{
generateModsList('modsAvailableList', g_modsAvailable);
generateModsList('modsEnabledList', g_modsEnabled);
}
function saveMods()
{
// always sort mods before saving
sortMods();
Engine.ConfigDB_CreateValue("user", "mod.enabledmods", ["mod"].concat(g_modsEnabled).join(" "));
Engine.ConfigDB_WriteFile("user", "config/user.cfg");
}
function startMods()
{
// always sort mods before starting
sortMods();
Engine.SetMods(["mod"].concat(g_modsEnabled));
Engine.RestartEngine();
}
function getExistingModsFromConfig()
{
var existingMods = [];
var mods = [];
var cfgMods = Engine.ConfigDB_GetValue("user", "mod.enabledmods");
if (cfgMods.length > 0)
mods = cfgMods.split(/\s+/);
mods.forEach(function(mod) {
if (mod in g_mods)
existingMods.push(mod);
});
return existingMods;
}
/**
* (Re-)Generate List of all mods.
* @param listObjectName The GUI object's name (e.g. "modsEnabledList", "modsAvailableList")
*/
function generateModsList(listObjectName, mods)
{
var sortBy = Engine.GetGUIObjectByName("sortBy");
var orderDescending = Engine.GetGUIObjectByName("isOrderDescending");
var isDescending = orderDescending && orderDescending.checked;
// TODO: Sorting mods by dependencies would be nice
if (listObjectName != "modsEnabledList")
{
var idx = -1;
if (sortBy)
idx = sortBy.selected;
switch (idx)
{
default:
warn("generateModsList: invalid index '"+idx+"'"); // fall through
// sort by unique name alphanumerically by default:
case -1:
case SORT_BY_NAME:
mods.sort(function(a, b)
{
var ret = compare(g_mods[a].name.toLowerCase(), g_mods[b].name.toLowerCase());
return ret * (isDescending ? -1 : 1);
});
break;
case SORT_BY_FOLDER:
mods.sort(function(a, b)
{
return compare(a.toLowerCase(), b.toLowerCase()) * (isDescending ? -1 : 1);
});
break;
case SORT_BY_LABEL:
mods.sort(function(a, b)
{
var ret = compare(g_mods[a].label.toLowerCase(), g_mods[b].label.toLowerCase());
return ret * (isDescending ? -1 : 1);
});
break;
case SORT_BY_VERSION:
mods.sort(function(a, b)
{
// TODO reuse actual logic
var ret = compare(g_mods[a].version, g_mods[b].version);
return ret * (isDescending ? -1 : 1);
});
break;
}
}
var [names, folders, labels, types, urls, versions, dependencies] = [[],[],[],[],[],[],[]];
mods.forEach(function(foldername)
{
var mod = g_mods[foldername];
if (mod.type && g_modTypes.indexOf(mod.type) == -1)
g_modTypes.push(mod.type);
if (filterMod(foldername))
return;
names.push(mod.name);
folders.push('[color="45 45 45"](' + foldername + ')[/color]');
labels.push(mod.label || "");
types.push(mod.type || "");
urls.push(mod.url || "");
versions.push(mod.version || "");
dependencies.push((mod.dependencies || []).join(" "));
});
// Update the list
var obj = Engine.GetGUIObjectByName(listObjectName);
obj.list_name = names;
obj.list_modFolderName = folders;
obj.list_modLabel = labels;
obj.list_modType = types;
obj.list_modURL = urls;
obj.list_modVersion = versions;
obj.list_modDependencies = dependencies;
obj.list = names;
var modTypeFilter = Engine.GetGUIObjectByName("modTypeFilter");
modTypeFilter.list = g_modTypes;
}
function compare(a, b)
{
return ( (a > b) ? 1 : (b > a) ? -1 : 0 );
}
function enableMod()
{
var obj = Engine.GetGUIObjectByName("modsAvailableList");
var pos = obj.selected;
if (pos === -1)
return;
var mod = g_modsAvailable[pos];
// Move it to the other table
// check dependencies, warn about not satisfied dependencies and abort if so:
if (!areDependenciesMet(mod))
return;
g_modsEnabled.push(g_modsAvailable.splice(pos, 1)[0]);
if (pos >= g_modsAvailable.length)
pos--;
obj.selected = pos;
generateModsLists();
}
function disableMod()
{
var obj = Engine.GetGUIObjectByName("modsEnabledList");
var pos = obj.selected;
if (pos === -1)
return;
var mod = g_modsEnabled[pos];
g_modsAvailable.push(g_modsEnabled.splice(pos, 1)[0]);
// Remove mods that required the removed mod and cascade
// Sort them, so we know which ones can depend on the removed mod
// TODO: Find position where the removed mod would have fit (for now assume idx 0)
sortMods();
for (var i = 0; i < g_modsEnabled.length; ++i)
{
if (!areDependenciesMet(g_modsEnabled[i]))
{
g_modsAvailable.push(g_modsEnabled.splice(i, 1)[0]);
--i;
}
}
// select the last element even if more than 1 mod has been removed:
if (pos > g_modsEnabled.length - 1)
pos = g_modsEnabled.length - 1;
obj.selected = pos;
generateModsLists();
}
function resetFilters()
{
// Reset states of gui objects.
Engine.GetGUIObjectByName("modTypeFilter").selected = 0;
Engine.GetGUIObjectByName("negateFilter").checked = false;
Engine.GetGUIObjectByName("modGenericFilter").caption = "";
// NOTE: Calling generateModsLists() is not needed as the selection changes and that calls applyFilters()
}
function applyFilters()
{
Engine.GetGUIObjectByName("modsAvailableList").selected = -1;
Engine.GetGUIObjectByName("modsEnabledList").selected = -1;
generateModsLists();
}
/**
* Filter a mod based on the status of the filters.
*
* @param modFolder Mod to be tested.
* @return True if mod should not be displayed.
*/
function filterMod(modFolder)
{
var mod = g_mods[modFolder];
var modTypeFilter = Engine.GetGUIObjectByName("modTypeFilter");
var genericFilter = Engine.GetGUIObjectByName("modGenericFilter");
var negateFilter = Engine.GetGUIObjectByName("negateFilter");
// TODO: and result of filters together (type && generic)
// We assume index 0 means display all for any given filter.
if (modTypeFilter.selected > 0
&& (mod.type || "") != modTypeFilter.list[modTypeFilter.selected])
return !negateFilter.checked;
if (genericFilter && genericFilter.caption && genericFilter.caption != "" && genericFilter.caption != "Filter")
{
var t = genericFilter.caption;
if (modFolder.indexOf(t) === -1
&& mod.name.indexOf(t) === -1
&& mod.label.indexOf(t) === -1
&& (mod.type || "").indexOf(t) === -1
&& mod.url.indexOf(t) === -1
&& mod.version.indexOf(t) === -1
&& mod.description.indexOf(t) === -1
&& mod.dependencies.indexOf(t) === -1)
{
return !negateFilter.checked;
}
}
return negateFilter.checked;
}
function closePage()
{
Engine.SwitchGuiPage("page_pregame.xml", {});
}
/**
* Moves an item in the list @p objectName up or down depending on the value of @p up.
*/
function moveCurrItem(objectName, up)
{
// reuse the check for null and if something is selected.
if (getCurrItemValue(objectName) == "")
return;
var idx = Engine.GetGUIObjectByName(objectName).selected;
if (idx === -1)
return;
var num = getNumItems(objectName);
var idx2 = idx + (up ? -1 : 1);
if (idx2 < 0 || idx2 >= num)
return;
var tmp = g_modsEnabled[idx];
g_modsEnabled[idx] = g_modsEnabled[idx2];
g_modsEnabled[idx2] = tmp;
// Selected object reached the new position.
Engine.GetGUIObjectByName(objectName).list = g_modsEnabled;
Engine.GetGUIObjectByName(objectName).selected = idx2;
generateModsList('modsEnabledList', g_modsEnabled);
}
function areDependenciesMet(mod)
{
var guiObject = Engine.GetGUIObjectByName("message");
for each (var dependency in g_mods[mod].dependencies)
{
if (isDependencyMet(dependency))
continue;
guiObject.caption = '[color="250 100 100"]' + translate(sprintf('Dependency not met: %(dep)s', { "dep": dependency })) +'[/color]';
return false;
}
guiObject.caption = '[color="100 250 100"]' + translate('All dependencies met') + '[/color]';
return true;
}
/**
* @param dependency: Either id (unique modJson.name) and version or only the unique mod name.
* Concatenated by either "=", ">", "<", ">=", "<=".
*/
function isDependencyMet(dependency_idAndVersion, modsEnabled = null)
{
if (!modsEnabled)
modsEnabled = g_modsEnabled;
// Split on {=,<,<=,>,>=} and use the second part as the version number
// and whatever we split on as a way to handle that version.
var op = dependency_idAndVersion.match(/(<=|>=|<|>|=)/);
// Did the dependency contain a version number?
if (op)
{
op = op[0];
var dependency_parts = dependency_idAndVersion.split(op);
var dependency_version = dependency_parts[1];
var dependency_id = dependency_parts[0];
}
else
var dependency_id = dependency_idAndVersion;
// modsEnabled_key currently is the mod folder name.
for each (var modsEnabled_key in modsEnabled)
{
var modJson = g_mods[modsEnabled_key];
if (modJson.name != dependency_id)
continue;
// There could be another mod with a satisfying version
if (!op || versionSatisfied(modJson.version, op, dependency_version))
return true;
}
return false;
}
/**
* Returns true if @p version satisfies @p op (<,<=,=,>=,>) @p requirement.
* @note @p version and @p requirement are split on '.' and everything after
* '-' or '_' is ignored. Only numbers are supported.
* @note "5.3" < "5.3.0"
*/
function versionSatisfied(version, op, requirement)
{
var reqList = requirement.split(/[-_]/)[0].split(/\./g);
var avList = version.split(/[-_]/)[0].split(/\./g);
var eq = op.indexOf("=") !== -1;
var lt = op.indexOf("<") !== -1;
var gt = op.indexOf(">") !== -1;
if (!(eq || lt || gt))
{
warn("No valid compare op");
return false;
}
var l = Math.min(reqList.length, avList.length);
for (var i = 0; i < l; ++i)
{
// TODO: Handle NaN
var diff = +avList[i] - +reqList[i];
// Early success
if (gt && diff > 0)
return true;
if (lt && diff < 0)
return true;
// Early failure
if (gt && diff < 0)
return false;
if (lt && diff > 0)
return false;
if (eq && diff !== 0)
return false;
}
// common prefix matches
var ldiff = avList.length - reqList.length;
if (ldiff === 0)
return eq;
// NB: 2.3 != 2.3.0
if (ldiff < 0)
return lt;
if (ldiff > 0)
return gt;
// Can't be reached
error("version checking code broken");
return false;
}
function sortMods()
{
// store the list of dependencies per mod, but strip the version numbers
var deps = {};
for (var mod of g_modsEnabled)
{
deps[mod] = [];
if (!g_mods[mod].dependencies)
continue;
deps[mod] = g_mods[mod].dependencies.map(function(d) { return d.split(/(<=|>=|<|>|=)/)[0]; });
}
var sortFunction = function(mod1, mod2)
{
var name1 = g_mods[mod1].name;
var name2 = g_mods[mod2].name;
if (deps[mod1].indexOf(name2) != -1)
return 1;
if (deps[mod2].indexOf(name1) != -1)
return -1;
return 0;
}
g_modsEnabled.sort(sortFunction);
generateModsList("modsEnabledList", g_modsEnabled);
}
function showModDescription(listObjectName, mod_keys)
{
var listObject = Engine.GetGUIObjectByName(listObjectName);
if (listObject.selected == -1)
var desc = '[color="255 100 100"]' + translate("No mod has been selected.") + '[/color]';
else
{
var mod_key = mod_keys[listObject.selected];
var desc = g_mods[mod_key].description;
}
Engine.GetGUIObjectByName("globalModDescription").caption = desc;
}

View File

@ -0,0 +1,192 @@
<?xml version="1.0" encoding="utf-8"?>
<objects>
<script file="gui/modmod/modmod.js"/>
<object name="modmod" type="image" style="ModernWindow" size="0 0 100% 100%">
<!-- Page Title -->
<object style="ModernLabelText" type="text" size="50%-128 4 50%+128 36">
<translatableAttribute id="caption">Modifications</translatableAttribute>
</object>
<!-- Message -->
<object name="message" type="text" size="15 40 100%-15 88" text_align="left" textcolor="white"/>
<!-- reset filters -->
<object name="resetFilters" size="15 72 184 100" type="button" style="ModernButtonRed">
<translatableAttribute id="caption">Reset Filters</translatableAttribute>
<action on="Press">resetFilters();</action>
</object>
<!-- Filter Panel -->
<object name="filterPanel" size="184 64 50% 98">
<object name="modGenericFilter"
type="input"
style="ModernInput"
size="10 100%-24 170 100%"
>
<action on="Press">applyFilters();</action>
</object>
<object name="modTypeFilter"
type="dropdown"
style="ModernDropDown"
size="180 100%-24 350 100%"
font="sans-bold-13"
>
<action on="SelectionChange">applyFilters();</action>
</object>
<!-- Checkboxes -->
<object name="negateFilter"
type="checkbox"
checked="false"
style="ModernTickBox"
size="355 100%-24 375 100%"
font="serif-bold-13"
>
<action on="Press">applyFilters();</action>
</object>
<object type="text" size="377 100%-24 460 100%" text_align="left" textcolor="white">
<translatableAttribute id="caption">Negate</translatableAttribute>
</object>
</object>
<!-- Sort by -->
<object name="sortingWrapper" size="100%-400 74 100% 98">
<object type="text" size="0 0 75 100%" text_align="left" textcolor="white">
Sorting:
</object>
<object name="sortBy"
type="dropdown"
style="ModernDropDown"
size="75 100%-24 75%-25 100%"
font="sans-bold-13"
>
<action on="SelectionChange">applyFilters();</action>
</object>
<!-- Checkboxes -->
<object type="text" size="75% 100%-24 100% 100%" text_align="left" textcolor="white">
Descending.
</object>
<object name="isOrderDescending"
type="checkbox"
checked="false"
style="ModernTickBox"
size="75%-20 100%-24 75% 100%"
font="serif-bold-13"
>
<action on="Press">applyFilters();</action>
</object>
</object>
<!-- Available Mods Wrapper -->
<object name="modsAvailable" size="16 100 100%-15 75%-4" style="ModmodScrollbar">
<object style="ModernLabelText" type="text" size="0 5 100% 25">
<translatableAttribute id="caption">Available Mods</translatableAttribute>
</object>
<object name="modsAvailableList" style="ModernList" type="olist" size="0 25 100%-2 100%" font="sans-stroke-13">
<action on="SelectionChange">showModDescription(this.name, g_modsAvailable);</action>
<!-- List headers -->
<def id="name" color="100 100 200" width="10%">
<translatableAttribute id="heading">Name</translatableAttribute>
</def>
<def id="modVersion" color="128 128 128" width="5%">
<translatableAttribute id="heading">Version</translatableAttribute>
</def>
<def id="modFolderName" color="100 100 200" width="15%">
<translatableAttribute id="heading">(Folder)</translatableAttribute>
</def>
<def id="modLabel" color="0 60 0" width="18%">
<translatableAttribute id="heading">Mod Label</translatableAttribute>
</def>
<def id="modType" color="0 128 128" width="12%">
<translatableAttribute id="heading">Mod Type</translatableAttribute>
</def>
<def id="modDependencies" color="128 128 128" width="20%">
<translatableAttribute id="heading">Dependencies</translatableAttribute>
</def>
<def id="modURL" color="128 128 128" width="24%">
<translatableAttribute id="heading">Website</translatableAttribute>
</def>
</object>
<object name="globalModDescription" type="text" style="ModmodScrollbar" size="0 100%-28 100%-16 100%">
<attribute id="caption"><keep>[color="100 100 100"]</keep><translate>Description</translate><keep>[/color]</keep></attribute>
</object>
<object type="button" style="ModernButtonRed" size="100%-184 100%-28 100% 100%">
<translatableAttribute id="caption">Enable</translatableAttribute>
<action on="Press">enableMod();</action>
</object>
</object>
<!-- Enabled Mods Wrapper -->
<object name="modsEnabled" size="16 75% 100%-15 100%-50">
<object style="ModernLabelText" type="text" size="0 5 100% 25">
<translatableAttribute id="caption">Enabled Mods</translatableAttribute>
</object>
<object name="modsEnabledList" style="ModernList" type="olist" size="0 25 96%-5 100%" font="sans-stroke-13" tooltip_style="pgToolTip">
<action on="SelectionChange">showModDescription(this.name, g_modsEnabled);</action>
<!-- List headers -->
<def id="name" color="100 100 200" width="10%">
<translatableAttribute id="heading">Name</translatableAttribute>
</def>
<def id="modVersion" color="128 128 128" width="5%">
<translatableAttribute id="heading">Version</translatableAttribute>
</def>
<def id="modFolderName" color="100 100 200" width="15%">
<translatableAttribute id="heading">(Folder)</translatableAttribute>
</def>
<def id="modLabel" color="0 60 0" width="18%">
<translatableAttribute id="heading">Mod Label</translatableAttribute>
</def>
<def id="modType" color="0 128 128" width="12%">
<translatableAttribute id="heading">Mod Type</translatableAttribute>
</def>
<def id="modDependencies" color="128 128 128" width="20%">
<translatableAttribute id="heading">Dependencies</translatableAttribute>
</def>
<def id="modURL" color="128 128 128" width="20%">
<translatableAttribute id="heading">Website</translatableAttribute>
</def>
</object>
<object type="button" style="ModernButtonRed" size="96% 23 100% 40%+12">
<translatableAttribute id="caption">Up</translatableAttribute>
<action on="Press">moveCurrItem(this.parent.name + "List", true);</action>
</object>
<object type="button" style="ModernButtonRed" size="96% 40%+12 100% 60%+10">
<translatableAttribute id="caption">X</translatableAttribute>
<action on="Press">disableMod();</action>
</object>
<object type="button" style="ModernButtonRed" size="96% 60%+10 100% 100%">
<translatableAttribute id="caption">Down</translatableAttribute>
<action on="Press">moveCurrItem(this.parent.name + "List", false);</action>
</object>
</object>
<!-- BUTTONS -->
<object type="button" style="ModernButtonRed" size="16 100%-44 200 100%-16">
<translatableAttribute id="caption">Quit</translatableAttribute>
<action on="Press">Engine.Exit();</action>
</object>
<object type="button" style="ModernButtonRed" size="100%-576 100%-44 100%-392 100%-16">
<translatableAttribute id="caption">Cancel</translatableAttribute>
<action on="Press">closePage();</action>
</object>
<object name="saveConfigurationButton" type="button" style="ModernButtonRed" size="100%-388 100%-44 100%-204 100%-16">
<translatableAttribute id="caption">Save Configuration</translatableAttribute>
<action on="Press">saveMods();</action>
</object>
<object name="startModsButton" type="button" style="ModernButtonRed" size="100%-200 100%-44 100%-16 100%-16">
<translatableAttribute id="caption">Start Mods</translatableAttribute>
<action on="Press">startMods();</action>
</object>
</object>
</objects>

View File

@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<styles>
<style name="ModmodScrollbar"
buffer_zone="5"
font="sans-13"
scrollbar="true"
scrollbar_style="ModernScrollBar"
scroll_bottom="true"
textcolor="white"
textcolor_selected="gold"
text_align="left"
text_valign="center"
/>
</styles>

View File

@ -0,0 +1,21 @@
<?xml version="1.0" encoding="utf-8"?>
<page>
<include>common/modern/setup.xml</include>
<include>common/modern/styles.xml</include>
<include>common/modern/sprites.xml</include>
<include>common/setup.xml</include>
<include>common/sprite1.xml</include>
<include>common/styles.xml</include>
<include>common/common_sprites.xml</include>
<include>common/common_styles.xml</include>
<include>common/init.xml</include>
<include>pregame/sprites.xml</include>
<include>pregame/styles.xml</include>
<include>modmod/styles.xml</include>
<include>modmod/modmod.xml</include>
<include>common/global.xml</include>
</page>

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<page>
<include>pregame/mainmenu.xml</include>
</page>

View File

@ -0,0 +1,4 @@
function init()
{
Engine.SwitchGuiPage("page_modmod.xml", {});
}

View File

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<objects>
<script file="gui/pregame/mainmenu.js"/>
</objects>

View File

@ -294,7 +294,6 @@
type="button"
size="0 0 100% 28"
tooltip_style="pgToolTip"
enabled="true"
>
<translatableAttribute id="caption">Options</translatableAttribute>
<translatableAttribute id="tooltip">Adjust game settings.</translatableAttribute>
@ -351,6 +350,18 @@
]]>
</action>
</object>
<object name="submenuModSelection"
style="StoneButtonFancy"
type="button"
size="0 128 100% 156"
tooltip_style="pgToolTip"
>
<translatableAttribute id="caption">Mod Selection</translatableAttribute>
<translatableAttribute id="tooltip">Select mods to use.</translatableAttribute>
<action on="Press">
Engine.SwitchGuiPage("page_modmod.xml", {});
</action>
</object>
</object>
</object><!-- end of submenu -->
@ -450,7 +461,7 @@
<translatableAttribute id="tooltip">Game options and scenario design tools.</translatableAttribute>
<action on="Press">
closeMenu();
openMenu("submenuToolsAndOptions", (this.parent.size.top+this.size.top), (this.size.bottom-this.size.top), 4);
openMenu("submenuToolsAndOptions", (this.parent.size.top+this.size.top), (this.size.bottom-this.size.top), 5);
</action>
</object>

View File

@ -0,0 +1,9 @@
{
"name": "0ad",
"version": "0.0.17",
"label": "0 A.D. Empires Ascendant",
"url": "play0ad.com",
"description": "A free, open-source, historical RTS game.",
"dependencies": [],
"type": "game"
}

View File

@ -2,7 +2,7 @@
pyrogenesis=$(which pyrogenesis 2> /dev/null)
if [ -x "$pyrogenesis" ] ; then
"$pyrogenesis" "$@"
"$pyrogenesis" -mod=public "$@"
else
echo "Error: pyrogenesis not found in ($PATH)"
exit 1

View File

@ -52,6 +52,7 @@
#include "ps/SavedGame.h"
#include "ps/scripting/JSInterface_ConfigDB.h"
#include "ps/scripting/JSInterface_Console.h"
#include "ps/scripting/JSInterface_Mod.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "ps/UserReport.h"
#include "ps/GameSetup/Atlas.h"
@ -762,11 +763,11 @@ int GetFps(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
CScriptVal GetGUIObjectByName(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), CStr name)
{
IGUIObject* guiObj = g_GUI->FindObjectByName(name);
if (guiObj)
return OBJECT_TO_JSVAL(guiObj->GetJSObject());
else
return JSVAL_VOID;
IGUIObject* guiObj = g_GUI->FindObjectByName(name);
if (guiObj)
return OBJECT_TO_JSVAL(guiObj->GetJSObject());
else
return JSVAL_VOID;
}
// Return the date/time at which the current executable was compiled.
@ -909,6 +910,7 @@ void GuiScriptingInit(ScriptInterface& scriptInterface)
JSI_Renderer::RegisterScriptFunctions(scriptInterface);
JSI_Console::RegisterScriptFunctions(scriptInterface);
JSI_ConfigDB::RegisterScriptFunctions(scriptInterface);
JSI_Mod::RegisterScriptFunctions(scriptInterface);
JSI_Sound::RegisterScriptFunctions(scriptInterface);
JSI_L10n::RegisterScriptFunctions(scriptInterface);

View File

@ -412,8 +412,9 @@ std::vector<CStr>& GetMods(const CmdLineArgs& args, int flags)
}
g_modsLoaded = args.GetMultiple("mod");
// TODO: It would be nice to remove this hard-coding of public
// TODO: It would be nice to remove this hard-coding of public (remove it once mod is standalone)
g_modsLoaded.insert(g_modsLoaded.begin(), "public");
g_modsLoaded.insert(g_modsLoaded.begin(), "mod");
// Add the user mod if not explicitly disabled or we have a dev copy so
// that saved files end up in version control and not in the user mod.

View File

@ -0,0 +1,128 @@
/* Copyright (C) 2014 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/>.
*/
#include "precompiled.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptVal.h"
#include "lib/file/file_system.h"
#include "lib/file/vfs/vfs.h"
#include "lib/utf8.h"
#include "ps/Filesystem.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/GameSetup/Paths.h"
#include "ps/Mod.h"
#include "ps/scripting/JSInterface_Mod.h"
#include <algorithm>
extern void restart_engine();
/**
* Returns a JS object containing a listing of available mods that
* have a modname.json file in their modname folder. The returned
* object looks like { modname1: json1, modname2: json2, ... } where
* jsonN is the content of the modnameN/modnameN.json file as a JS
* object.
*
* @return JS object with available mods as the keys of the modname.json
* properties.
*/
CScriptVal JSI_Mod::GetAvailableMods(ScriptInterface::CxPrivate* pCxPrivate)
{
ScriptInterface* scriptInterface = pCxPrivate->pScriptInterface;
JSContext* cx = scriptInterface->GetContext();
JSAutoRequest rq(cx);
JS::RootedObject obj(cx, JS_NewObject(cx, NULL, NULL, NULL));
const Paths paths(g_args);
// loop over all possible paths
OsPath modPath = paths.RData()/"mods";
OsPath modUserPath = paths.UserData()/"mods";
DirectoryNames modDirs;
DirectoryNames modDirsUser;
GetDirectoryEntries(modPath, NULL, &modDirs);
// Sort modDirs so that we can do a fast lookup below
std::sort(modDirs.begin(), modDirs.end());
PIVFS vfs = CreateVfs(1); // No cache needed; TODO but 0 crashes
for (DirectoryNames::iterator iter = modDirs.begin(); iter != modDirs.end(); ++iter)
{
vfs->Clear();
if (vfs->Mount(L"", modPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
continue;
CVFSFile modinfo;
if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
continue;
JS::RootedValue json(cx);
scriptInterface->ParseJSON(modinfo.GetAsString(), &json);
// Valid mod, add it to our structure
JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json.address());
}
GetDirectoryEntries(modUserPath, NULL, &modDirsUser);
bool dev = InDevelopmentCopy();
for (DirectoryNames::iterator iter = modDirsUser.begin(); iter != modDirsUser.end(); ++iter)
{
// If we are in a dev copy we do not mount mods in the user mod folder that
// are already present in the mod folder, thus we skip those here.
if (dev && std::binary_search(modDirs.begin(), modDirs.end(), *iter))
continue;
vfs->Clear();
if (vfs->Mount(L"", modUserPath / *iter, VFS_MOUNT_MUST_EXIST) < 0)
continue;
CVFSFile modinfo;
if (modinfo.Load(vfs, L"mod.json", false) != PSRETURN_OK)
continue;
JS::RootedValue json(cx);
scriptInterface->ParseJSON(modinfo.GetAsString(), &json);
// Valid mod, add it to our structure
JS_SetProperty(cx, obj, utf8_from_wstring(iter->string()).c_str(), json.address());
}
return JS::ObjectValue(*obj);
}
void JSI_Mod::RestartEngine(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
restart_engine();
}
void JSI_Mod::SetMods(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::vector<CStr> mods)
{
g_modsLoaded = mods;
}
void JSI_Mod::RegisterScriptFunctions(ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<CScriptVal, &JSI_Mod::GetAvailableMods>("GetAvailableMods");
scriptInterface.RegisterFunction<void, &JSI_Mod::RestartEngine>("RestartEngine");
scriptInterface.RegisterFunction<void, std::vector<CStr>, &JSI_Mod::SetMods>("SetMods");
}

View File

@ -0,0 +1,32 @@
/* Copyright (C) 2014 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_JSI_MOD
#define INCLUDED_JSI_MOD
class ScriptInterface;
class CScriptVal;
namespace JSI_Mod
{
void RegisterScriptFunctions(ScriptInterface& scriptInterface);
CScriptVal GetAvailableMods(ScriptInterface::CxPrivate* pCxPrivate);
void RestartEngine(ScriptInterface::CxPrivate* pCxPrivate);
void SetMods(ScriptInterface::CxPrivate* pCxPrivate, std::vector<CStr> mods);
}
#endif

View File

@ -58,6 +58,7 @@
!insertmacro MUI_PAGE_INSTFILES
!define MUI_FINISHPAGE_RUN $INSTDIR\binaries\system\pyrogenesis.exe
!define MUI_FINISHPAGE_RUN_PARAMETERS "-mod=public"
!insertmacro MUI_PAGE_FINISH
!insertmacro MUI_UNPAGE_CONFIRM
@ -80,6 +81,8 @@ Section "!Game and data files" GameSection
SetOutPath "$INSTDIR\binaries\data\mods\public"
File "${CHECKOUTPATH}\binaries\data\mods\public\public.zip"
SetOutPath "$INSTDIR\binaries\data\mods\mod"
File "${CHECKOUTPATH}\binaries\data\mods\mod\mod.zip"
;Store installation folder
WriteRegStr SHCTX "Software\0 A.D." "" $INSTDIR
@ -106,7 +109,8 @@ Section "!Game and data files" GameSection
;Create shortcuts
CreateDirectory "$SMPROGRAMS\$StartMenuFolder"
SetOutPath "$INSTDIR\binaries\system" ;Set working directory of shortcuts
CreateShortCut "$SMPROGRAMS\$StartMenuFolder\0 A.D..lnk" "$INSTDIR\binaries\system\pyrogenesis.exe" ""
CreateShortCut "$SMPROGRAMS\$StartMenuFolder\0 A.D..lnk" "$INSTDIR\binaries\system\pyrogenesis.exe" "-mod=public"
CreateShortCut "$SMPROGRAMS\$StartMenuFolder\Pyrogenesis mod selector.lnk" "$INSTDIR\binaries\system\pyrogenesis.exe" ""
CreateShortCut "$SMPROGRAMS\$StartMenuFolder\Map editor.lnk" "$INSTDIR\binaries\system\pyrogenesis.exe" "-editor" "$INSTDIR\binaries\data\tools\atlas\icons\ScenarioEditor.ico"
SetOutPath "$INSTDIR"
CreateShortCut "$SMPROGRAMS\$StartMenuFolder\Open logs folder.lnk" "$INSTDIR\OpenLogsFolder.bat"

View File

@ -32,8 +32,10 @@ echo L\"${SVNREV}-release\" > export-win32/build/svn_revision/svn_revision.txt
# Package the mod data
# (The platforms differ only in line endings, so just do the Unix one instead of
# generating two needlessly inconsistent packages)
${EXE} -archivebuild=export-unix/binaries/data/mods/public -archivebuild-output=export-unix/binaries/data/mods/public/public.zip
${EXE} -mod=mod -archivebuild=export-unix/binaries/data/mods/public -archivebuild-output=export-unix/binaries/data/mods/public/public.zip
cp export-unix/binaries/data/mods/public/public.zip export-win32/binaries/data/mods/public/public.zip
${EXE} -archivebuild=export-unix/binaries/data/mods/mod -archivebuild-output=export-unix/binaries/data/mods/public/mod/mod.zip
cp export-unix/binaries/data/mods/mod/mod.zip export-win32/binaries/data/mods/mod/mod.zip
# Collect the relevant files
ln -Tsf export-unix ${PREFIX}
@ -44,7 +46,7 @@ tar cf $PREFIX-unix-build.tar \
${PREFIX}/{source,build,libraries/source,binaries/system/readme.txt,binaries/data/l10n,binaries/data/tests,binaries/data/mods/_test.*,*.txt}
tar cf $PREFIX-unix-data.tar \
--exclude='binaries/data/config/dev.cfg' \
${PREFIX}/binaries/data/{config,mods/public/public.zip,tools}
${PREFIX}/binaries/data/{config,mods/mod/mod.zip,mods/public/public.zip,tools}
# TODO: ought to include generated docs in here, perhaps?
# Compress