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0ad/source/ps/VisualReplay.h

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/* Copyright (C) 2017 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_REPlAY
#define INCLUDED_REPlAY
#include "scriptinterface/ScriptInterface.h"
class CSimulation2;
class CGUIManager;
/**
* Contains functions for visually replaying past games.
*/
namespace VisualReplay
{
/**
* Returns the path to the sim-log directory (that contains the directories with the replay files.
*
* @param scriptInterface - the ScriptInterface in which to create the return data.
* @return OsPath the absolute file path
*/
OsPath GetDirectoryName();
/**
* Replays the commands.txt file in the given subdirectory visually.
*/
void StartVisualReplay(const CStrW& directory);
/**
* Reads the replay Cache file and parses it into a jsObject
*
* @param scriptInterface - the ScriptInterface in which to create the return data.
* @param cachedReplaysObject - the cached replays.
* @return true on succes
*/
bool ReadCacheFile(ScriptInterface& scriptInterface, JS::MutableHandleObject cachedReplaysObject);
/**
* Stores the replay list in the replay cache file
*
* @param scriptInterface - the ScriptInterface in which to create the return data.
* @param replays - the replay list to store.
*/
void StoreCacheFile(ScriptInterface& scriptInterface, JS::HandleObject replays);
/**
* Load the replay cache and check if there are new/deleted replays. If so, update the cache.
*
* @param scriptInterface - the ScriptInterface in which to create the return data.
* @param compareFiles - compare the directory name and the FileSize of the replays and the cache.
* @return cache entries
*/
JS::HandleObject ReloadReplayCache(ScriptInterface& scriptInterface, bool compareFiles);
/**
* Get a list of replays to display in the GUI.
*
* @param scriptInterface - the ScriptInterface in which to create the return data.
* @param compareFiles - reload the cache, which takes more time,
* but nearly ensures, that no changed replay is missed.
* @return array of objects containing replay data
*/
JS::Value GetReplays(ScriptInterface& scriptInterface, bool compareFiles);
/**
* Parses a commands.txt file and extracts metadata.
* Works similarly to CGame::LoadReplayData().
*/
JS::Value LoadReplayData(ScriptInterface& scriptInterface, const OsPath& directory);
/**
* Permanently deletes the visual replay (including the parent directory)
*
* @param replayFile - path to commands.txt, whose parent directory will be deleted.
* @return true if deletion was successful, false on error
*/
bool DeleteReplay(const CStrW& replayFile);
/**
* Returns the parsed header of the replay file (commands.txt).
*/
JS::Value GetReplayAttributes(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& directoryName);
/**
* Returns whether or not the metadata / summary screen data has been saved properly when the game ended.
*/
bool HasReplayMetadata(const CStrW& directoryName);
/**
* Returns the metadata of a replay.
*/
JS::Value GetReplayMetadata(ScriptInterface::CxPrivate* pCxPrivate, const CStrW& directoryName);
/**
* Saves the metadata from the session to metadata.json.
*/
void SaveReplayMetadata(ScriptInterface* scriptInterface);
/**
* Adds a replay to the replayCache.
*/
void AddReplayToCache(ScriptInterface& scriptInterface, const CStrW& directoryName);
}
#endif