wraitii
f3aedf88a6
The new methods: - aren't included in ScriptInterface.h directly, lightening that header - don't use boost CPP - don't need argument types or number or constness to be specified - can work with object methods somewhat transparently - support optional cmptPrivate (allowing removal of many UNUSED macro) - support optional const ScriptRequest&, which is safer. This first diff changes only some of the JSI files & the component manager. Further diffs will update other files and finally delete the current code. Differential Revision: https://code.wildfiregames.com/D2818 This was SVN commit r24969.
63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
/* Copyright (C) 2021 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 "JSInterface_Mod.h"
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#include "ps/Mod.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/ScriptInterface.h"
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extern void RestartEngine();
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namespace
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{
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JS::Value GetEngineInfo(ScriptInterface::CmptPrivate* pCmptPrivate)
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{
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return Mod::GetEngineInfo(*(pCmptPrivate->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 GetAvailableMods(ScriptInterface::CmptPrivate* pCmptPrivate)
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{
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return Mod::GetAvailableMods(*(pCmptPrivate->pScriptInterface));
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}
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void SetMods(const std::vector<CStr>& mods)
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{
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g_modsLoaded = mods;
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}
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}
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void JSI_Mod::RegisterScriptFunctions(const ScriptRequest& rq)
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{
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ScriptFunction::Register<&GetEngineInfo>(rq, "GetEngineInfo");
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ScriptFunction::Register<&GetAvailableMods>(rq, "GetAvailableMods");
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ScriptFunction::Register<&RestartEngine>(rq, "RestartEngine");
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ScriptFunction::Register<&SetMods>(rq, "SetMods");
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}
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