Imarok
02ed411e6f
Reviewed by: elexis Differential Revision: https://code.wildfiregames.com/D1314 This was SVN commit r21313.
63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
/* Copyright (C) 2018 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ps/scripting/JSInterface_Mod.h"
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#include "ps/Mod.h"
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extern void restart_engine();
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JS::Value JSI_Mod::GetEngineInfo(ScriptInterface::CxPrivate* pCxPrivate)
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{
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return Mod::GetEngineInfo(*(pCxPrivate->pScriptInterface));
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}
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/**
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* Returns a JS object containing a listing of available mods that
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* have a modname.json file in their modname folder. The returned
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* object looks like { modname1: json1, modname2: json2, ... } where
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* jsonN is the content of the modnameN/modnameN.json file as a JS
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* object.
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*
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* @return JS object with available mods as the keys of the modname.json
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* properties.
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*/
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JS::Value JSI_Mod::GetAvailableMods(ScriptInterface::CxPrivate* pCxPrivate)
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{
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return Mod::GetAvailableMods(*(pCxPrivate->pScriptInterface));
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}
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void JSI_Mod::RestartEngine(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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restart_engine();
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}
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void JSI_Mod::SetMods(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::vector<CStr>& mods)
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{
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g_modsLoaded = mods;
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}
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void JSI_Mod::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<JS::Value, &GetEngineInfo>("GetEngineInfo");
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scriptInterface.RegisterFunction<JS::Value, &JSI_Mod::GetAvailableMods>("GetAvailableMods");
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scriptInterface.RegisterFunction<void, &JSI_Mod::RestartEngine>("RestartEngine");
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scriptInterface.RegisterFunction<void, std::vector<CStr>, &JSI_Mod::SetMods>("SetMods");
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}
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