0ad/source/scripting/ScriptGlue.cpp
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

726 lines
21 KiB
C++

/* Copyright (C) 2010 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/>.
*/
// This module defines the table of all functions callable from JS.
// it's required by the interpreter; we make use of the opportunity to
// document them all in one spot. we thus obviate having to dig through
// all the other headers. most of the functions are implemented here;
// as for the rest, we only link to their docs (duplication is bad).
#include "precompiled.h"
#include "ScriptGlue.h"
#include "JSConversions.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/MapWriter.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "graphics/scripting/JSInterface_Camera.h"
#include "graphics/scripting/JSInterface_LightEnv.h"
#include "gui/GUIManager.h"
#include "gui/IGUIObject.h"
#include "lib/frequency_filter.h"
#include "lib/svn_revision.h"
#include "lib/timer.h"
#include "lib/utf8.h"
#include "maths/scripting/JSInterface_Vector3D.h"
#include "network/NetServer.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/Globals.h" // g_frequencyFilter
#include "ps/GameSetup/GameSetup.h"
#include "ps/Hotkey.h"
#include "ps/ProfileViewer.h"
#include "ps/World.h"
#include "ps/i18n.h"
#include "ps/scripting/JSInterface_Console.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "renderer/Renderer.h"
#include "renderer/SkyManager.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation/LOSManager.h"
#include "simulation2/Simulation2.h"
#define LOG_CATEGORY L"script"
// rationale: the function table is now at the end of the source file to
// avoid the need for forward declarations for every function.
// all normal function wrappers have the following signature:
// JSBool func(JSContext* cx, JSObject* globalObject, uintN argc, jsval* argv, jsval* rval);
// all property accessors have the following signature:
// JSBool accessor(JSContext* cx, JSObject* globalObject, jsval id, jsval* vp);
//-----------------------------------------------------------------------------
// Output
//-----------------------------------------------------------------------------
// Write values to the log file.
// params: any number of any type.
// returns:
// notes:
// - Each argument is converted to a string and then written to the log.
// - Output is in NORMAL style (see LOG).
JSBool WriteLog(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_PARAMS(1);
CStrW logMessage;
for (int i = 0; i < (int)argc; i++)
{
try
{
CStrW arg = g_ScriptingHost.ValueToUCString( argv[i] );
logMessage += arg;
}
catch( PSERROR_Scripting_ConversionFailed )
{
// Do nothing.
}
}
LOG(CLogger::Normal, LOG_CATEGORY, L"%ls", logMessage.c_str());
*rval = JSVAL_TRUE;
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Timer
//-----------------------------------------------------------------------------
// Set the simulation rate scalar-time becomes time * SimRate.
// Params: rate [float] : sets SimRate
JSBool SetSimRate(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_PARAMS(1);
g_Game->SetSimRate( ToPrimitive<float>(argv[0]) );
return JS_TRUE;
}
JSBool SetTurnLength(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_PARAMS(1);
if (g_NetServer)
g_NetServer->SetTurnLength(ToPrimitive<unsigned int>(argv[0]));
else
LOGERROR(L"Only network host can change turn length");
return JS_TRUE;
}
// Script profiling functions: Begin timing a piece of code with StartJsTimer(num)
// and stop timing with StopJsTimer(num). The results will be printed to stdout
// when the game exits.
static const size_t MAX_JS_TIMERS = 20;
static TimerUnit js_start_times[MAX_JS_TIMERS];
static TimerUnit js_timer_overhead;
static TimerClient js_timer_clients[MAX_JS_TIMERS];
static wchar_t js_timer_descriptions_buf[MAX_JS_TIMERS * 12]; // depends on MAX_JS_TIMERS and format string below
static void InitJsTimers()
{
wchar_t* pos = js_timer_descriptions_buf;
for(size_t i = 0; i < MAX_JS_TIMERS; i++)
{
const wchar_t* description = pos;
pos += swprintf_s(pos, 12, L"js_timer %d", (int)i)+1;
timer_AddClient(&js_timer_clients[i], description);
}
// call several times to get a good approximation of 'hot' performance.
// note: don't use a separate timer slot to warm up and then judge
// overhead from another: that causes worse results (probably some
// caching effects inside JS, but I don't entirely understand why).
static const char* calibration_script =
"startXTimer(0);\n"
"stopXTimer (0);\n"
"\n";
g_ScriptingHost.RunMemScript(calibration_script, strlen(calibration_script));
// slight hack: call RunMemScript twice because we can't average several
// TimerUnit values because there's no operator/. this way is better anyway
// because it hopefully avoids the one-time JS init overhead.
g_ScriptingHost.RunMemScript(calibration_script, strlen(calibration_script));
js_timer_overhead = js_timer_clients[0].sum;
js_timer_clients[0].sum.SetToZero();
}
JSBool StartJsTimer(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
ONCE(InitJsTimers());
JSU_REQUIRE_PARAMS(1);
size_t slot = ToPrimitive<size_t>(argv[0]);
if (slot >= MAX_JS_TIMERS)
return JS_FALSE;
js_start_times[slot].SetFromTimer();
return JS_TRUE;
}
JSBool StopJsTimer(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_PARAMS(1);
size_t slot = ToPrimitive<size_t>(argv[0]);
if (slot >= MAX_JS_TIMERS)
return JS_FALSE;
TimerUnit now;
now.SetFromTimer();
now.Subtract(js_timer_overhead);
BillingPolicy_Default()(&js_timer_clients[slot], js_start_times[slot], now);
js_start_times[slot].SetToZero();
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Game Setup
//-----------------------------------------------------------------------------
// Immediately ends the current game (if any).
// params:
// returns:
JSBool EndGame(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_NO_PARAMS();
EndGame();
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Internationalization
//-----------------------------------------------------------------------------
// these remain here instead of in the i18n tree because they are
// really related to the engine's use of them, as opposed to i18n itself.
// contrariwise, translate() cannot be moved here because that would
// make i18n dependent on this code and therefore harder to reuse.
// Replaces the current language (locale) with a new one.
// params: language id [string] as in I18n::LoadLanguage
// returns:
JSBool LoadLanguage(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_PARAMS(1);
CStr lang = g_ScriptingHost.ValueToString(argv[0]);
I18n::LoadLanguage(lang);
return JS_TRUE;
}
// Return identifier of the current language (locale) in use.
// params:
// returns: language id [string] as in I18n::LoadLanguage
JSBool GetLanguageID(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_NO_PARAMS();
*rval = JSVAL_NULL;
JSString* s = JS_NewStringCopyZ(cx, I18n::CurrentLanguageName());
if (!s)
{
JS_ReportError(cx, "Error creating string");
return JS_FALSE;
}
*rval = STRING_TO_JSVAL(s);
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// Debug
//-----------------------------------------------------------------------------
// Deliberately cause the game to crash.
// params:
// returns:
// notes:
// - currently implemented via access violation (read of address 0)
// - useful for testing the crashlog/stack trace code.
JSBool ProvokeCrash(JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_NO_PARAMS();
MICROLOG(L"Crashing at user's request.");
return *(JSBool*)0;
}
// Force a JS garbage collection cycle to take place immediately.
// params:
// returns: true [bool]
// notes:
// - writes an indication of how long this took to the console.
JSBool ForceGarbageCollection(JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval)
{
JSU_REQUIRE_NO_PARAMS();
double time = timer_Time();
JS_GC(cx);
time = timer_Time() - time;
g_Console->InsertMessage(L"Garbage collection completed in: %f", time);
*rval = JSVAL_TRUE;
return JS_TRUE ;
}
//-----------------------------------------------------------------------------
// Misc. Engine Interface
//-----------------------------------------------------------------------------
// Return the global frames-per-second value.
// params:
// returns: FPS [int]
// notes:
// - This value is recalculated once a frame. We take special care to
// filter it, so it is both accurate and free of jitter.
JSBool GetFps( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
int freq = 0;
if (g_frequencyFilter)
freq = g_frequencyFilter->StableFrequency();
*rval = INT_TO_JSVAL(freq);
return JS_TRUE;
}
// Cause the game to exit gracefully.
// params:
// returns:
// notes:
// - Exit happens after the current main loop iteration ends
// (since this only sets a flag telling it to end)
JSBool ExitProgram( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
kill_mainloop();
return JS_TRUE;
}
// Write an indication of total video RAM to console.
// params:
// returns:
// notes:
// - May not be supported on all platforms.
// - Only a rough approximation; do not base low-level decisions
// ("should I allocate one more texture?") on this.
JSBool WriteVideoMemToConsole( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo();
g_Console->InsertMessage(L"VRAM: total %d", videoInfo->video_mem);
return JS_TRUE;
}
// Change the mouse cursor.
// params: cursor name [string] (i.e. basename of definition file and texture)
// returns:
// notes:
// - Cursors are stored in "art\textures\cursors"
JSBool SetCursor( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(1);
g_CursorName = g_ScriptingHost.ValueToUCString(argv[0]);
return JS_TRUE;
}
JSBool GetCursorName( JSContext* UNUSED(cx), JSObject*, uintN UNUSED(argc), jsval* UNUSED(argv), jsval* rval )
{
*rval = ToJSVal(g_CursorName);
return JS_TRUE;
}
// Trigger a rewrite of all maps.
// params:
// returns:
// notes:
// - Usefulness is unclear. If you need it, consider renaming this and updating the docs.
JSBool _RewriteMaps( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
g_Game->GetWorld()->RewriteMap();
return JS_TRUE;
}
// Change the LOD bias.
// params: LOD bias [float]
// returns:
// notes:
// - value is as required by GL_TEXTURE_LOD_BIAS.
// - useful for adjusting image "sharpness" (since it affects which mipmap level is chosen)
JSBool _LodBias( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(1);
g_Renderer.SetOptionFloat(CRenderer::OPT_LODBIAS, ToPrimitive<float>(argv[0]));
return JS_TRUE;
}
// Focus the game camera on a given position.
// params: target position vector [CVector3D]
// returns: success [bool]
JSBool SetCameraTarget( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS(1);
*rval = JSVAL_NULL;
CVector3D* target = ToNative<CVector3D>( argv[0] );
if(!target)
{
JS_ReportError( cx, "Invalid camera target" );
return( JS_TRUE );
}
g_Game->GetView()->ResetCameraTarget( *target );
*rval = JSVAL_TRUE;
return( JS_TRUE );
}
JSBool GetGUIObjectByName(JSContext* cx, JSObject* UNUSED(obj), uintN UNUSED(argc), jsval* argv, jsval* rval)
{
try
{
CStr name = ToPrimitive<CStr>(cx, argv[0]);
IGUIObject* guiObj = g_GUI->FindObjectByName(name);
if (guiObj)
*rval = OBJECT_TO_JSVAL(guiObj->GetJSObject());
else
*rval = JSVAL_NULL;
return JS_TRUE;
}
catch (PSERROR_Scripting&)
{
return JS_FALSE;
}
}
//-----------------------------------------------------------------------------
// Miscellany
//-----------------------------------------------------------------------------
// Return the date/time at which the current executable was compiled.
// params: none (-> "date time (svn revision)") OR an integer specifying
// what to display: 0 for date, 1 for time, 2 for svn revision
// returns: string with the requested timestamp info
// notes:
// - Displayed on main menu screen; tells non-programmers which auto-build
// they are running. Could also be determined via .EXE file properties,
// but that's a bit more trouble.
// - To be exact, the date/time returned is when scriptglue.cpp was
// last compiled, but the auto-build does full rebuilds.
// - svn revision is generated by calling svnversion and cached in
// lib/svn_revision.cpp. it is useful to know when attempting to
// reproduce bugs (the main EXE and PDB should be temporarily reverted to
// that revision so that they match user-submitted crashdumps).
JSBool GetBuildTimestamp( JSContext* cx, JSObject*, uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_MAX_PARAMS(1);
char buf[200];
// see function documentation
const int mode = argc? JSVAL_TO_INT(argv[0]) : -1;
switch(mode)
{
case -1:
sprintf_s(buf, ARRAY_SIZE(buf), "%s %s (%ls)", __DATE__, __TIME__, svn_revision);
break;
case 0:
sprintf_s(buf, ARRAY_SIZE(buf), "%s", __DATE__);
break;
case 1:
sprintf_s(buf, ARRAY_SIZE(buf), "%s", __TIME__);
break;
case 2:
sprintf_s(buf, ARRAY_SIZE(buf), "%ls", svn_revision);
break;
}
*rval = STRING_TO_JSVAL(JS_NewStringCopyZ(cx, buf));
return JS_TRUE;
}
#ifdef DEBUG
void DumpHeap(const char* name, int idx, JSContext* cx)
{
wchar_t buf[64];
swprintf_s(buf, ARRAY_SIZE(buf), L"%hs.%03d.txt", name, idx);
fs::wpath path(psLogDir()/buf);
FILE* f = fopen(utf8_from_wstring(path.string()).c_str(), "w");
debug_assert(f);
JS_DumpHeap(cx, f, NULL, 0, NULL, (size_t)-1, NULL);
fclose(f);
}
#endif
JSBool DumpHeaps(JSContext* UNUSED(cx), JSObject* UNUSED(globalObject), uintN UNUSED(argc), jsval* UNUSED(argv), jsval* UNUSED(rval) )
{
#ifdef DEBUG
static int i = 0;
if (ScriptingHost::IsInitialised())
DumpHeap("gui", i, g_ScriptingHost.GetContext());
if (g_Game)
DumpHeap("sim", i, g_Game->GetSimulation2()->GetScriptInterface().GetContext());
++i;
#else
debug_warn(L"DumpHeaps only available in DEBUG mode");
#endif
return JS_TRUE;
}
// Toggles drawing the sky
JSBool ToggleSky( JSContext* cx, JSObject* UNUSED(globalObject), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
g_Renderer.GetSkyManager()->m_RenderSky = !g_Renderer.GetSkyManager()->m_RenderSky;
*rval = JSVAL_VOID;
return( JS_TRUE );
}
//-----------------------------------------------------------------------------
// Is the game paused?
JSBool IsPaused( JSContext* cx, JSObject* UNUSED(globalObject), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
if( !g_Game )
{
JS_ReportError( cx, "Game is not started" );
return JS_FALSE;
}
*rval = g_Game->m_Paused ? JSVAL_TRUE : JSVAL_FALSE;
return JS_TRUE ;
}
// Pause/unpause the game
JSBool SetPaused( JSContext* cx, JSObject* UNUSED(globalObject), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_PARAMS( 1 );
if( !g_Game )
{
JS_ReportError( cx, "Game is not started" );
return JS_FALSE;
}
try
{
g_Game->m_Paused = ToPrimitive<bool>( argv[0] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid parameter to SetPaused" );
}
return JS_TRUE;
}
// Reveal map
JSBool RevealMap( JSContext* cx, JSObject* UNUSED(globalObject), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_MAX_PARAMS(1);
int newValue;
if(argc == 0)
newValue = LOS_SETTING_ALL_VISIBLE;
else if(!ToPrimitive( g_ScriptingHost.GetContext(), argv[0], newValue ) || newValue > 2)
{
JS_ReportError( cx, "Invalid argument (should be 0, 1 or 2)" );
*rval = JSVAL_VOID;
return( JS_FALSE );
}
g_Game->GetWorld()->GetLOSManager()->m_LOSSetting = (ELOSSetting)newValue;
*rval = JSVAL_VOID;
return( JS_TRUE );
}
/**
* isGameRunning
* @return bool
*/
JSBool isGameRunning( JSContext* cx, JSObject* UNUSED(globalObject), uintN argc, jsval* argv, jsval* rval )
{
JSU_REQUIRE_NO_PARAMS();
if (g_Game && g_Game->IsGameStarted())
{
*rval = JSVAL_TRUE;
}
else
{
*rval = JSVAL_FALSE;
}
return JS_TRUE;
}
//-----------------------------------------------------------------------------
// function table
//-----------------------------------------------------------------------------
// the JS interpreter expects the table to contain 5-tuples as follows:
// - name the function will be called as from script;
// - function which will be called;
// - number of arguments this function expects
// - Flags (deprecated, always zero)
// - Extra (reserved for future use, always zero)
//
// we simplify this a bit with a macro:
#define JS_FUNC(script_name, cpp_function, min_params) { script_name, cpp_function, min_params, 0, 0 },
JSFunctionSpec ScriptFunctionTable[] =
{
// Console
JS_FUNC("writeConsole", JSI_Console::writeConsole, 1) // external
// Camera
JS_FUNC("setCameraTarget", SetCameraTarget, 1)
// Sky
JS_FUNC("toggleSky", ToggleSky, 0)
// Timer
JS_FUNC("setSimRate", SetSimRate, 1)
JS_FUNC("setTurnLength", SetTurnLength, 1)
// Profiling
JS_FUNC("startXTimer", StartJsTimer, 1)
JS_FUNC("stopXTimer", StopJsTimer, 1)
// Game Setup
JS_FUNC("endGame", EndGame, 0)
// VFS (external)
JS_FUNC("buildDirEntList", JSI_VFS::BuildDirEntList, 1)
JS_FUNC("getFileMTime", JSI_VFS::GetFileMTime, 1)
JS_FUNC("getFileSize", JSI_VFS::GetFileSize, 1)
JS_FUNC("readFile", JSI_VFS::ReadFile, 1)
JS_FUNC("readFileLines", JSI_VFS::ReadFileLines, 1)
JS_FUNC("archiveBuilderCancel", JSI_VFS::ArchiveBuilderCancel, 1)
// Internationalization
JS_FUNC("loadLanguage", LoadLanguage, 1)
JS_FUNC("getLanguageID", GetLanguageID, 0)
// note: i18n/ScriptInterface.cpp registers translate() itself.
// rationale: see implementation section above.
// Debug
JS_FUNC("crash", ProvokeCrash, 0)
JS_FUNC("forceGC", ForceGarbageCollection, 0)
JS_FUNC("revealMap", RevealMap, 1)
// Misc. Engine Interface
JS_FUNC("writeLog", WriteLog, 1)
JS_FUNC("exit", ExitProgram, 0)
JS_FUNC("isPaused", IsPaused, 0)
JS_FUNC("setPaused", SetPaused, 1)
JS_FUNC("vmem", WriteVideoMemToConsole, 0)
JS_FUNC("_rewriteMaps", _RewriteMaps, 0)
JS_FUNC("_lodBias", _LodBias, 0)
JS_FUNC("setCursor", SetCursor, 1)
JS_FUNC("getCursorName", GetCursorName, 0)
JS_FUNC("getFPS", GetFps, 0)
JS_FUNC("isGameRunning", isGameRunning, 0)
JS_FUNC("getGUIObjectByName", GetGUIObjectByName, 1)
// Miscellany
JS_FUNC("buildTime", GetBuildTimestamp, 0)
JS_FUNC("dumpHeaps", DumpHeaps, 0)
// end of table marker
{0, 0, 0, 0, 0}
};
#undef JS_FUNC
//-----------------------------------------------------------------------------
// property accessors
//-----------------------------------------------------------------------------
JSBool GetGameView( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* vp )
{
if (g_Game)
*vp = OBJECT_TO_JSVAL( g_Game->GetView()->GetScript() );
else
*vp = JSVAL_NULL;
return( JS_TRUE );
}
JSBool GetRenderer( JSContext* UNUSED(cx), JSObject* UNUSED(obj), jsval UNUSED(id), jsval* vp )
{
if (CRenderer::IsInitialised())
*vp = OBJECT_TO_JSVAL( g_Renderer.GetScript() );
else
*vp = JSVAL_NULL;
return( JS_TRUE );
}
enum ScriptGlobalTinyIDs
{
GLOBAL_SELECTION,
GLOBAL_GROUPSARRAY,
GLOBAL_CAMERA,
GLOBAL_CONSOLE,
GLOBAL_LIGHTENV
};
JSPropertySpec ScriptGlobalTable[] =
{
{ "camera" , GLOBAL_CAMERA, JSPROP_PERMANENT, JSI_Camera::getCamera, JSI_Camera::setCamera },
{ "console" , GLOBAL_CONSOLE, JSPROP_PERMANENT|JSPROP_READONLY, JSI_Console::getConsole, 0 },
{ "lightenv" , GLOBAL_LIGHTENV, JSPROP_PERMANENT, JSI_LightEnv::getLightEnv, JSI_LightEnv::setLightEnv },
{ "gameView" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetGameView, 0 },
{ "renderer" , 0, JSPROP_PERMANENT|JSPROP_READONLY, GetRenderer, 0 },
// end of table marker
{ 0, 0, 0, 0, 0 },
};