191 lines
6.2 KiB
C++
191 lines
6.2 KiB
C++
/* Copyright (C) 2010 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 "scriptinterface/ScriptInterface.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "gui/GUIManager.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Overlay.h"
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#include "ps/Player.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpCommandQueue.h"
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#include "simulation2/components/ICmpGuiInterface.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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#include "simulation2/helpers/Selection.h"
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/*
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* This file defines a set of functions that are available to GUI scripts, to allow
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* interaction with the rest of the engine.
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* Functions are exposed to scripts within the global object 'Engine', so
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* scripts should call "Engine.FunctionName(...)" etc.
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*/
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namespace {
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CScriptVal GetActiveGui(void* UNUSED(cbdata))
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{
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return OBJECT_TO_JSVAL(g_GUI->GetScriptObject());
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}
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void PushGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
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{
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g_GUI->PushPage(name, initData);
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}
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void SwitchGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
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{
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g_GUI->SwitchPage(name, initData);
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}
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void PopGuiPage(void* UNUSED(cbdata))
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{
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g_GUI->PopPage();
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}
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bool IsNewSimulation(void* UNUSED(cbdata))
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{
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return g_UseSimulation2;
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}
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// TODO: this should probably be moved into ScriptInterface in case anyone else wants to use it
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static jsval CloneValueBetweenContexts(JSContext* cxFrom, JSContext* cxTo, jsval val)
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{
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if (JSVAL_IS_INT(val) || JSVAL_IS_BOOLEAN(val) || JSVAL_IS_NULL(val) || JSVAL_IS_VOID(val))
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return val;
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if (JSVAL_IS_DOUBLE(val))
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{
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jsval rval;
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if (JS_NewNumberValue(cxTo, *JSVAL_TO_DOUBLE(val), &rval))
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return rval;
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else
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return JSVAL_VOID;
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}
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if (JSVAL_IS_STRING(val))
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{
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JSString* str = JS_NewUCStringCopyN(cxTo, JS_GetStringChars(JSVAL_TO_STRING(val)), JS_GetStringLength(JSVAL_TO_STRING(val)));
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if (str == NULL)
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return JSVAL_VOID;
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return STRING_TO_JSVAL(str);
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}
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if (JSVAL_IS_OBJECT(val))
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{
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jsval source;
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if (!JS_CallFunctionName(cxFrom, JSVAL_TO_OBJECT(val), "toSource", 0, NULL, &source))
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return JSVAL_VOID;
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if (!JSVAL_IS_STRING(source))
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return JSVAL_VOID;
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JS_AddRoot(cxFrom, &source);
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jsval rval;
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JSBool ok = JS_EvaluateUCScript(cxTo, JS_GetGlobalObject(cxTo),
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JS_GetStringChars(JSVAL_TO_STRING(source)), JS_GetStringLength(JSVAL_TO_STRING(source)),
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"(CloneValueBetweenContexts)", 0, &rval);
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JS_RemoveRoot(cxFrom, &source);
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return ok ? rval : JSVAL_VOID;
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}
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LOGERROR(L"CloneValueBetweenContexts: value is of unexpected type");
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return JSVAL_VOID;
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}
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CScriptVal GuiInterfaceCall(void* cbdata, std::wstring name, CScriptVal data)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (!g_UseSimulation2 || !g_Game)
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return JSVAL_VOID;
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CSimulation2* sim = g_Game->GetSimulation2();
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debug_assert(sim);
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CmpPtr<ICmpGuiInterface> gui(*sim, SYSTEM_ENTITY);
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if (gui.null())
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return JSVAL_VOID;
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int player = -1;
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if (g_Game && g_Game->GetLocalPlayer())
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player = g_Game->GetLocalPlayer()->GetPlayerID();
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JSContext* cxGui = guiManager->GetScriptInterface().GetContext();
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JSContext* cxSim = sim->GetScriptInterface().GetContext();
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CScriptVal ret = gui->ScriptCall(player, name, CloneValueBetweenContexts(cxGui, cxSim, data.get()));
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return CloneValueBetweenContexts(cxSim, cxGui, ret.get());
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}
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void PostNetworkCommand(void* cbdata, CScriptVal cmd)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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if (!g_UseSimulation2 || !g_Game)
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return;
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CSimulation2* sim = g_Game->GetSimulation2();
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debug_assert(sim);
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CmpPtr<ICmpCommandQueue> queue(*sim, SYSTEM_ENTITY);
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if (queue.null())
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return;
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int player = -1;
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if (g_Game && g_Game->GetLocalPlayer())
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player = g_Game->GetLocalPlayer()->GetPlayerID();
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jsval cmd2 = CloneValueBetweenContexts(guiManager->GetScriptInterface().GetContext(), sim->GetScriptInterface().GetContext(), cmd.get());
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queue->PushClientCommand(player, cmd2);
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// TODO: This shouldn't call Push, it should send the message to the network layer
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// (which should propagate it across the network and eventually call Push on the
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// appropriate turn)
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}
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std::vector<entity_id_t> PickEntitiesAtPoint(void* UNUSED(cbdata), int x, int y)
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{
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return EntitySelection::PickEntitiesAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y);
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}
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CFixedVector3D GetTerrainAtPoint(void* UNUSED(cbdata), int x, int y)
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{
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CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, false);
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return CFixedVector3D(CFixed_23_8::FromFloat(pos.X), CFixed_23_8::FromFloat(pos.Y), CFixed_23_8::FromFloat(pos.Z));
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}
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} // namespace
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void GuiScriptingInit(ScriptInterface& scriptInterface)
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{
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// GUI manager functions:
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scriptInterface.RegisterFunction<CScriptVal, &GetActiveGui>("GetActiveGui");
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scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &PushGuiPage>("PushGuiPage");
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scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &SwitchGuiPage>("SwitchGuiPage");
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scriptInterface.RegisterFunction<void, &PopGuiPage>("PopGuiPage");
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// Simulation<->GUI interface functions:
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scriptInterface.RegisterFunction<bool, &IsNewSimulation>("IsNewSimulation");
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scriptInterface.RegisterFunction<CScriptVal, std::wstring, CScriptVal, &GuiInterfaceCall>("GuiInterfaceCall");
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scriptInterface.RegisterFunction<void, CScriptVal, &PostNetworkCommand>("PostNetworkCommand");
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// Entity picking
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scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, &PickEntitiesAtPoint>("PickEntitiesAtPoint");
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scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtPoint>("GetTerrainAtPoint");
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}
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