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forked from 0ad/0ad
0ad/source/gui/scripting/ScriptFunctions.cpp
2010-03-11 20:01:16 +00:00

215 lines
7.0 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/>.
*/
#include "precompiled.h"
#include "scriptinterface/ScriptInterface.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "gui/GUIManager.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Overlay.h"
#include "ps/Player.h"
#include "ps/GameSetup/Config.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpGuiInterface.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/helpers/Selection.h"
/*
* This file defines a set of functions that are available to GUI scripts, to allow
* interaction with the rest of the engine.
* Functions are exposed to scripts within the global object 'Engine', so
* scripts should call "Engine.FunctionName(...)" etc.
*/
namespace {
CScriptVal GetActiveGui(void* UNUSED(cbdata))
{
return OBJECT_TO_JSVAL(g_GUI->GetScriptObject());
}
void PushGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
{
g_GUI->PushPage(name, initData);
}
void SwitchGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
{
g_GUI->SwitchPage(name, initData);
}
void PopGuiPage(void* UNUSED(cbdata))
{
g_GUI->PopPage();
}
bool IsNewSimulation(void* UNUSED(cbdata))
{
return g_UseSimulation2;
}
// TODO: this should probably be moved into ScriptInterface in case anyone else wants to use it
static jsval CloneValueBetweenContexts(JSContext* cxFrom, JSContext* cxTo, jsval val)
{
if (JSVAL_IS_INT(val) || JSVAL_IS_BOOLEAN(val) || JSVAL_IS_NULL(val) || JSVAL_IS_VOID(val))
return val;
if (JSVAL_IS_DOUBLE(val))
{
jsval rval;
if (JS_NewNumberValue(cxTo, *JSVAL_TO_DOUBLE(val), &rval))
return rval;
else
return JSVAL_VOID;
}
if (JSVAL_IS_STRING(val))
{
JSString* str = JS_NewUCStringCopyN(cxTo, JS_GetStringChars(JSVAL_TO_STRING(val)), JS_GetStringLength(JSVAL_TO_STRING(val)));
if (str == NULL)
return JSVAL_VOID;
return STRING_TO_JSVAL(str);
}
if (JSVAL_IS_OBJECT(val))
{
jsval source;
if (!JS_CallFunctionName(cxFrom, JSVAL_TO_OBJECT(val), "toSource", 0, NULL, &source))
return JSVAL_VOID;
if (!JSVAL_IS_STRING(source))
return JSVAL_VOID;
JS_AddRoot(cxFrom, &source);
jsval rval;
JSBool ok = JS_EvaluateUCScript(cxTo, JS_GetGlobalObject(cxTo),
JS_GetStringChars(JSVAL_TO_STRING(source)), JS_GetStringLength(JSVAL_TO_STRING(source)),
"(CloneValueBetweenContexts)", 0, &rval);
JS_RemoveRoot(cxFrom, &source);
return ok ? rval : JSVAL_VOID;
}
LOGERROR(L"CloneValueBetweenContexts: value is of unexpected type");
return JSVAL_VOID;
}
CScriptVal GuiInterfaceCall(void* cbdata, std::wstring name, CScriptVal data)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (!g_UseSimulation2 || !g_Game)
return JSVAL_VOID;
CSimulation2* sim = g_Game->GetSimulation2();
debug_assert(sim);
CmpPtr<ICmpGuiInterface> gui(*sim, SYSTEM_ENTITY);
if (gui.null())
return JSVAL_VOID;
int player = -1;
if (g_Game && g_Game->GetLocalPlayer())
player = g_Game->GetLocalPlayer()->GetPlayerID();
JSContext* cxGui = guiManager->GetScriptInterface().GetContext();
JSContext* cxSim = sim->GetScriptInterface().GetContext();
CScriptVal ret = gui->ScriptCall(player, name, CloneValueBetweenContexts(cxGui, cxSim, data.get()));
return CloneValueBetweenContexts(cxSim, cxGui, ret.get());
}
void PostNetworkCommand(void* cbdata, CScriptVal cmd)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (!g_UseSimulation2 || !g_Game)
return;
CSimulation2* sim = g_Game->GetSimulation2();
debug_assert(sim);
CmpPtr<ICmpCommandQueue> queue(*sim, SYSTEM_ENTITY);
if (queue.null())
return;
int player = -1;
if (g_Game && g_Game->GetLocalPlayer())
player = g_Game->GetLocalPlayer()->GetPlayerID();
jsval cmd2 = CloneValueBetweenContexts(guiManager->GetScriptInterface().GetContext(), sim->GetScriptInterface().GetContext(), cmd.get());
queue->PushClientCommand(player, cmd2);
// TODO: This shouldn't call Push, it should send the message to the network layer
// (which should propagate it across the network and eventually call Push on the
// appropriate turn)
}
std::vector<entity_id_t> PickEntitiesAtPoint(void* UNUSED(cbdata), int x, int y)
{
return EntitySelection::PickEntitiesAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y);
}
std::vector<entity_id_t> PickFriendlyEntitiesInRect(void* UNUSED(cbdata), int x0, int y0, int x1, int y1, int player)
{
return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, player);
}
CFixedVector3D GetTerrainAtPoint(void* UNUSED(cbdata), int x, int y)
{
CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, false);
return CFixedVector3D(CFixed_23_8::FromFloat(pos.X), CFixed_23_8::FromFloat(pos.Y), CFixed_23_8::FromFloat(pos.Z));
}
std::wstring SetCursor(void* UNUSED(cbdata), std::wstring name)
{
std::wstring old = g_CursorName;
g_CursorName = name;
return old;
}
int GetPlayerID(void* UNUSED(cbdata))
{
if (g_Game && g_Game->GetLocalPlayer())
return g_Game->GetLocalPlayer()->GetPlayerID();
return -1;
}
} // namespace
void GuiScriptingInit(ScriptInterface& scriptInterface)
{
// GUI manager functions:
scriptInterface.RegisterFunction<CScriptVal, &GetActiveGui>("GetActiveGui");
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &PushGuiPage>("PushGuiPage");
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &SwitchGuiPage>("SwitchGuiPage");
scriptInterface.RegisterFunction<void, &PopGuiPage>("PopGuiPage");
// Simulation<->GUI interface functions:
scriptInterface.RegisterFunction<bool, &IsNewSimulation>("IsNewSimulation");
scriptInterface.RegisterFunction<CScriptVal, std::wstring, CScriptVal, &GuiInterfaceCall>("GuiInterfaceCall");
scriptInterface.RegisterFunction<void, CScriptVal, &PostNetworkCommand>("PostNetworkCommand");
// Entity picking
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, &PickEntitiesAtPoint>("PickEntitiesAtPoint");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, int, int, int, &PickFriendlyEntitiesInRect>("PickFriendlyEntitiesInRect");
scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtPoint>("GetTerrainAtPoint");
// Misc functions
scriptInterface.RegisterFunction<std::wstring, std::wstring, &SetCursor>("SetCursor");
scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
}