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forked from 0ad/0ad
0ad/source/gui/scripting/ScriptFunctions.cpp

914 lines
34 KiB
C++

/* Copyright (C) 2013 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 "graphics/MapReader.h"
#include "gui/GUIManager.h"
#include "gui/GUI.h"
#include "gui/IGUIObject.h"
#include "gui/scripting/JSInterface_GUITypes.h"
#include "graphics/scripting/JSInterface_GameView.h"
#include "lib/timer.h"
#include "lib/utf8.h"
#include "lib/svn_revision.h"
#include "lib/sysdep/sysdep.h"
#include "lobby/scripting/JSInterface_Lobby.h"
#include "maths/FixedVector3D.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "network/NetTurnManager.h"
#include "ps/CLogger.h"
#include "ps/CConsole.h"
#include "ps/Errors.h"
#include "ps/Game.h"
#include "ps/Globals.h" // g_frequencyFilter
#include "ps/GUID.h"
#include "ps/World.h"
#include "ps/Hotkey.h"
#include "ps/Overlay.h"
#include "ps/ProfileViewer.h"
#include "ps/Pyrogenesis.h"
#include "ps/SavedGame.h"
#include "ps/scripting/JSInterface_ConfigDB.h"
#include "ps/scripting/JSInterface_Console.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "ps/UserReport.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/Config.h"
#include "ps/ConfigDB.h"
#include "renderer/scripting/JSInterface_Renderer.h"
#include "tools/atlas/GameInterface/GameLoop.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpAIManager.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpGuiInterface.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/helpers/Selection.h"
#include "soundmanager/SoundManager.h"
#include "soundmanager/scripting/JSInterface_Sound.h"
#include "js/jsapi.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.
*/
extern void restart_mainloop_in_atlas(); // from main.cpp
extern void EndGame();
extern void kill_mainloop();
namespace {
// Note that the initData argument may only contain clonable data.
// Functions aren't supported for example!
// TODO: Use LOGERROR to print a friendly error message when the requirements aren't met instead of failing with debug_warn when cloning.
void PushGuiPage(ScriptInterface::CxPrivate* pCxPrivate, std::wstring name, CScriptVal initData)
{
// TODO: Check the comment in CGUIManager::SwitchPage for a detailed explanation of this hack.
CScriptVal cloneSaveInitData;
cloneSaveInitData = g_GUI->GetScriptInterface()->CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), initData.get());
g_GUI->PushPage(name, g_GUI->GetScriptInterface()->WriteStructuredClone(cloneSaveInitData.get()));
}
void SwitchGuiPage(ScriptInterface::CxPrivate* pCxPrivate, std::wstring name, CScriptVal initData)
{
g_GUI->SwitchPage(name, pCxPrivate->pScriptInterface, initData);
}
void PopGuiPage(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
g_GUI->PopPage();
}
// Note that the args argument may only contain clonable data.
// Functions aren't supported for example!
// TODO: Use LOGERROR to print a friendly error message when the requirements aren't met instead of failing with debug_warn when cloning.
void PopGuiPageCB(ScriptInterface::CxPrivate* pCxPrivate, CScriptVal args)
{
g_GUI->PopPageCB(pCxPrivate->pScriptInterface->WriteStructuredClone(args.get()));
}
CScriptVal GuiInterfaceCall(ScriptInterface::CxPrivate* pCxPrivate, std::wstring name, CScriptVal data)
{
if (!g_Game)
return JSVAL_VOID;
CSimulation2* sim = g_Game->GetSimulation2();
ENSURE(sim);
CmpPtr<ICmpGuiInterface> cmpGuiInterface(*sim, SYSTEM_ENTITY);
if (!cmpGuiInterface)
return JSVAL_VOID;
int player = -1;
if (g_Game)
player = g_Game->GetPlayerID();
CScriptValRooted arg (sim->GetScriptInterface().GetContext(), sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), data.get()));
CScriptVal ret (cmpGuiInterface->ScriptCall(player, name, arg.get()));
return pCxPrivate->pScriptInterface->CloneValueFromOtherContext(sim->GetScriptInterface(), ret.get());
}
void PostNetworkCommand(ScriptInterface::CxPrivate* pCxPrivate, CScriptVal cmd)
{
if (!g_Game)
return;
CSimulation2* sim = g_Game->GetSimulation2();
ENSURE(sim);
CmpPtr<ICmpCommandQueue> cmpCommandQueue(*sim, SYSTEM_ENTITY);
if (!cmpCommandQueue)
return;
jsval cmd2 = sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), cmd.get());
cmpCommandQueue->PostNetworkCommand(cmd2);
}
std::vector<entity_id_t> PickEntitiesAtPoint(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int x, int y)
{
return EntitySelection::PickEntitiesAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, g_Game->GetPlayerID(), false);
}
std::vector<entity_id_t> PickFriendlyEntitiesInRect(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), 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, false);
}
std::vector<entity_id_t> PickFriendlyEntitiesOnScreen(ScriptInterface::CxPrivate* pCxPrivate, int player)
{
return PickFriendlyEntitiesInRect(pCxPrivate, 0, 0, g_xres, g_yres, player);
}
std::vector<entity_id_t> PickSimilarFriendlyEntities(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string templateName, bool includeOffScreen, bool matchRank, bool allowFoundations)
{
return EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, g_Game->GetPlayerID(), includeOffScreen, matchRank, false, allowFoundations);
}
CFixedVector3D GetTerrainAtScreenPoint(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int x, int y)
{
CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, true);
return CFixedVector3D(fixed::FromFloat(pos.X), fixed::FromFloat(pos.Y), fixed::FromFloat(pos.Z));
}
std::wstring SetCursor(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::wstring name)
{
std::wstring old = g_CursorName;
g_CursorName = name;
return old;
}
int GetPlayerID(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
if (g_Game)
return g_Game->GetPlayerID();
return -1;
}
void SetPlayerID(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int id)
{
if (g_Game)
g_Game->SetPlayerID(id);
}
void StartNetworkGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
ENSURE(g_NetServer);
g_NetServer->StartGame();
}
void StartGame(ScriptInterface::CxPrivate* pCxPrivate, CScriptVal attribs, int playerID)
{
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!g_Game);
g_Game = new CGame();
// Convert from GUI script context to sim script context
CSimulation2* sim = g_Game->GetSimulation2();
CScriptValRooted gameAttribs (sim->GetScriptInterface().GetContext(),
sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), attribs.get()));
g_Game->SetPlayerID(playerID);
g_Game->StartGame(gameAttribs, "");
}
CScriptVal StartSavedGame(ScriptInterface::CxPrivate* pCxPrivate, std::wstring name)
{
ENSURE(!g_NetServer);
ENSURE(!g_NetClient);
ENSURE(!g_Game);
// Load the saved game data from disk
CScriptValRooted metadata;
std::string savedState;
Status err = SavedGames::Load(name, *(pCxPrivate->pScriptInterface), metadata, savedState);
if (err < 0)
return CScriptVal();
g_Game = new CGame();
// Convert from GUI script context to sim script context
CSimulation2* sim = g_Game->GetSimulation2();
CScriptValRooted gameMetadata (sim->GetScriptInterface().GetContext(),
sim->GetScriptInterface().CloneValueFromOtherContext(*(pCxPrivate->pScriptInterface), metadata.get()));
CScriptValRooted gameInitAttributes;
sim->GetScriptInterface().GetProperty(gameMetadata.get(), "initAttributes", gameInitAttributes);
int playerID;
sim->GetScriptInterface().GetProperty(gameMetadata.get(), "player", playerID);
// Start the game
g_Game->SetPlayerID(playerID);
g_Game->StartGame(gameInitAttributes, savedState);
return metadata.get();
}
void SaveGame(ScriptInterface::CxPrivate* pCxPrivate, std::wstring filename, std::wstring description, CScriptVal GUIMetadata)
{
shared_ptr<ScriptInterface::StructuredClone> GUIMetadataClone = pCxPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata.get());
if (SavedGames::Save(filename, description, *g_Game->GetSimulation2(), GUIMetadataClone, g_Game->GetPlayerID()) < 0)
LOGERROR(L"Failed to save game");
}
void SaveGamePrefix(ScriptInterface::CxPrivate* pCxPrivate, std::wstring prefix, std::wstring description, CScriptVal GUIMetadata)
{
shared_ptr<ScriptInterface::StructuredClone> GUIMetadataClone = pCxPrivate->pScriptInterface->WriteStructuredClone(GUIMetadata.get());
if (SavedGames::SavePrefix(prefix, description, *g_Game->GetSimulation2(), GUIMetadataClone, g_Game->GetPlayerID()) < 0)
LOGERROR(L"Failed to save game");
}
void SetNetworkGameAttributes(ScriptInterface::CxPrivate* pCxPrivate, CScriptVal attribs)
{
ENSURE(g_NetServer);
g_NetServer->UpdateGameAttributes(attribs, *(pCxPrivate->pScriptInterface));
}
void StartNetworkHost(ScriptInterface::CxPrivate* pCxPrivate, std::wstring playerName)
{
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
g_NetServer = new CNetServer();
if (!g_NetServer->SetupConnection())
{
pCxPrivate->pScriptInterface->ReportError("Failed to start server");
SAFE_DELETE(g_NetServer);
return;
}
g_Game = new CGame();
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
if (!g_NetClient->SetupConnection("127.0.0.1"))
{
pCxPrivate->pScriptInterface->ReportError("Failed to connect to server");
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
}
void StartNetworkJoin(ScriptInterface::CxPrivate* pCxPrivate, std::wstring playerName, std::string serverAddress)
{
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
g_Game = new CGame();
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
if (!g_NetClient->SetupConnection(serverAddress))
{
pCxPrivate->pScriptInterface->ReportError("Failed to connect to server");
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
}
void DisconnectNetworkGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
// TODO: we ought to do async reliable disconnections
SAFE_DELETE(g_NetServer);
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
CScriptVal PollNetworkClient(ScriptInterface::CxPrivate* pCxPrivate)
{
if (!g_NetClient)
return CScriptVal();
CScriptValRooted poll = g_NetClient->GuiPoll();
// Convert from net client context to GUI script context
return pCxPrivate->pScriptInterface->CloneValueFromOtherContext(g_NetClient->GetScriptInterface(), poll.get());
}
void AssignNetworkPlayer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int playerID, std::string guid)
{
ENSURE(g_NetServer);
g_NetServer->AssignPlayer(playerID, guid);
}
void SendNetworkChat(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::wstring message)
{
ENSURE(g_NetClient);
g_NetClient->SendChatMessage(message);
}
std::vector<CScriptValRooted> GetAIs(ScriptInterface::CxPrivate* pCxPrivate)
{
return ICmpAIManager::GetAIs(*(pCxPrivate->pScriptInterface));
}
std::vector<CScriptValRooted> GetSavedGames(ScriptInterface::CxPrivate* pCxPrivate)
{
return SavedGames::GetSavedGames(*(pCxPrivate->pScriptInterface));
}
bool DeleteSavedGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::wstring name)
{
return SavedGames::DeleteSavedGame(name);
}
void OpenURL(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string url)
{
sys_open_url(url);
}
std::wstring GetMatchID(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return ps_generate_guid().FromUTF8();
}
void RestartInAtlas(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
restart_mainloop_in_atlas();
}
bool AtlasIsAvailable(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return ATLAS_IsAvailable();
}
bool IsAtlasRunning(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return (g_AtlasGameLoop && g_AtlasGameLoop->running);
}
CScriptVal LoadMapSettings(ScriptInterface::CxPrivate* pCxPrivate, VfsPath pathname)
{
CMapSummaryReader reader;
if (reader.LoadMap(pathname) != PSRETURN_OK)
return CScriptVal();
return reader.GetMapSettings(*(pCxPrivate->pScriptInterface)).get();
}
CScriptVal GetMapSettings(ScriptInterface::CxPrivate* pCxPrivate)
{
if (!g_Game)
return CScriptVal();
return pCxPrivate->pScriptInterface->CloneValueFromOtherContext(
g_Game->GetSimulation2()->GetScriptInterface(),
g_Game->GetSimulation2()->GetMapSettings().get());
}
/**
* Get the current X coordinate of the camera.
*/
float CameraGetX(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
if (g_Game && g_Game->GetView())
return g_Game->GetView()->GetCameraX();
return -1;
}
/**
* Get the current Z coordinate of the camera.
*/
float CameraGetZ(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
if (g_Game && g_Game->GetView())
return g_Game->GetView()->GetCameraZ();
return -1;
}
/**
* Start / stop camera following mode
* @param entityid unit id to follow. If zero, stop following mode
*/
void CameraFollow(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), entity_id_t entityid)
{
if (g_Game && g_Game->GetView())
g_Game->GetView()->CameraFollow(entityid, false);
}
/**
* Start / stop first-person camera following mode
* @param entityid unit id to follow. If zero, stop following mode
*/
void CameraFollowFPS(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), entity_id_t entityid)
{
if (g_Game && g_Game->GetView())
g_Game->GetView()->CameraFollow(entityid, true);
}
/// Move camera to a 2D location
void CameraMoveTo(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), entity_pos_t x, entity_pos_t z)
{
// called from JS; must not fail
if(!(g_Game && g_Game->GetWorld() && g_Game->GetView() && g_Game->GetWorld()->GetTerrain()))
return;
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
CVector3D target;
target.X = x.ToFloat();
target.Z = z.ToFloat();
target.Y = terrain->GetExactGroundLevel(target.X, target.Z);
g_Game->GetView()->MoveCameraTarget(target);
}
entity_id_t GetFollowedEntity(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
if (g_Game && g_Game->GetView())
return g_Game->GetView()->GetFollowedEntity();
return INVALID_ENTITY;
}
bool HotkeyIsPressed_(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string hotkeyName)
{
return HotkeyIsPressed(hotkeyName);
}
void DisplayErrorDialog(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::wstring msg)
{
debug_DisplayError(msg.c_str(), DE_NO_DEBUG_INFO, NULL, NULL, NULL, 0, NULL, NULL);
}
CScriptVal GetProfilerState(ScriptInterface::CxPrivate* pCxPrivate)
{
return g_ProfileViewer.SaveToJS(*(pCxPrivate->pScriptInterface));
}
bool IsUserReportEnabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return g_UserReporter.IsReportingEnabled();
}
void SetUserReportEnabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool enabled)
{
g_UserReporter.SetReportingEnabled(enabled);
}
std::string GetUserReportStatus(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return g_UserReporter.GetStatus();
}
void SubmitUserReport(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string type, int version, std::wstring data)
{
g_UserReporter.SubmitReport(type.c_str(), version, utf8_from_wstring(data));
}
void SetSimRate(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), float rate)
{
g_Game->SetSimRate(rate);
}
float GetSimRate(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return g_Game->GetSimRate();
}
void SetTurnLength(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int length)
{
if (g_NetServer)
g_NetServer->SetTurnLength(length);
else
LOGERROR(L"Only network host can change turn length");
}
// Focus the game camera on a given position.
void SetCameraTarget(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), float x, float y, float z)
{
g_Game->GetView()->ResetCameraTarget(CVector3D(x, y, z));
}
// Deliberately cause the game to crash.
// Currently implemented via access violation (read of address 0).
// Useful for testing the crashlog/stack trace code.
int Crash(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
debug_printf(L"Crashing at user's request.\n");
return *(volatile int*)0;
}
void DebugWarn(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
debug_warn(L"Warning at user's request.");
}
// Force a JS garbage collection cycle to take place immediately.
// Writes an indication of how long this took to the console.
void ForceGC(ScriptInterface::CxPrivate* pCxPrivate)
{
double time = timer_Time();
JS_GC(pCxPrivate->pScriptInterface->GetContext());
time = timer_Time() - time;
g_Console->InsertMessage(L"Garbage collection completed in: %f", time);
}
void DumpSimState(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
OsPath path = psLogDir()/"sim_dump.txt";
std::ofstream file (OsString(path).c_str(), std::ofstream::out | std::ofstream::trunc);
g_Game->GetSimulation2()->DumpDebugState(file);
}
void DumpTerrainMipmap(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
VfsPath filename(L"screenshots/terrainmipmap.png");
g_Game->GetWorld()->GetTerrain()->GetHeightMipmap().DumpToDisk(filename);
OsPath realPath;
g_VFS->GetRealPath(filename, realPath);
LOGMESSAGERENDER(L"Terrain mipmap written to '%ls'", realPath.string().c_str());
}
void EnableTimeWarpRecording(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), unsigned int numTurns)
{
g_Game->GetTurnManager()->EnableTimeWarpRecording(numTurns);
}
void RewindTimeWarp(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
g_Game->GetTurnManager()->RewindTimeWarp();
}
void QuickSave(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
g_Game->GetTurnManager()->QuickSave();
}
void QuickLoad(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
g_Game->GetTurnManager()->QuickLoad();
}
void SetBoundingBoxDebugOverlay(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool enabled)
{
ICmpSelectable::ms_EnableDebugOverlays = enabled;
}
void Script_EndGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
EndGame();
}
// Cause the game to exit gracefully.
// params:
// returns:
// notes:
// - Exit happens after the current main loop iteration ends
// (since this only sets a flag telling it to end)
void ExitProgram(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
kill_mainloop();
}
// Is the game paused?
bool IsPaused(ScriptInterface::CxPrivate* pCxPrivate)
{
if (!g_Game)
{
JS_ReportError(pCxPrivate->pScriptInterface->GetContext(), "Game is not started");
return false;
}
return g_Game->m_Paused;
}
// Pause/unpause the game
void SetPaused(ScriptInterface::CxPrivate* pCxPrivate, bool pause)
{
if (!g_Game)
{
JS_ReportError(pCxPrivate->pScriptInterface->GetContext(), "Game is not started");
return;
}
g_Game->m_Paused = pause;
#if CONFIG2_AUDIO
if ( g_SoundManager )
g_SoundManager->Pause(pause);
#endif
}
// Return the global frames-per-second value.
// params:
// returns: FPS [int]
// notes:
// - This value is recalculated once a frame. We take special care to
// filter it, so it is both accurate and free of jitter.
int GetFps(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
int freq = 0;
if (g_frequencyFilter)
freq = g_frequencyFilter->StableFrequency();
return freq;
}
CScriptVal GetGUIObjectByName(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), CStr name)
{
IGUIObject* guiObj = g_GUI->FindObjectByName(name);
if (guiObj)
return OBJECT_TO_JSVAL(guiObj->GetJSObject());
else
return JSVAL_VOID;
}
// Return the date/time at which the current executable was compiled.
// params: mode OR an integer specifying
// what to display: -1 for "date time (svn revision)", 0 for date, 1 for time, 2 for svn revision
// returns: string with the requested timestamp info
// notes:
// - Displayed on main menu screen; tells non-programmers which auto-build
// they are running. Could also be determined via .EXE file properties,
// but that's a bit more trouble.
// - To be exact, the date/time returned is when scriptglue.cpp was
// last compiled, but the auto-build does full rebuilds.
// - svn revision is generated by calling svnversion and cached in
// lib/svn_revision.cpp. it is useful to know when attempting to
// reproduce bugs (the main EXE and PDB should be temporarily reverted to
// that revision so that they match user-submitted crashdumps).
CStr GetBuildTimestamp(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), int mode)
{
char buf[200];
// see function documentation
switch(mode)
{
case -1:
sprintf_s(buf, ARRAY_SIZE(buf), "%s %s (%ls)", __DATE__, __TIME__, svn_revision);
break;
case 0:
sprintf_s(buf, ARRAY_SIZE(buf), "%s", __DATE__);
break;
case 1:
sprintf_s(buf, ARRAY_SIZE(buf), "%s", __TIME__);
break;
case 2:
sprintf_s(buf, ARRAY_SIZE(buf), "%ls", svn_revision);
break;
}
return CStr(buf);
}
//-----------------------------------------------------------------------------
// Timer
//-----------------------------------------------------------------------------
// Script profiling functions: Begin timing a piece of code with StartJsTimer(num)
// and stop timing with StopJsTimer(num). The results will be printed to stdout
// when the game exits.
static const size_t MAX_JS_TIMERS = 20;
static TimerUnit js_start_times[MAX_JS_TIMERS];
static TimerUnit js_timer_overhead;
static TimerClient js_timer_clients[MAX_JS_TIMERS];
static wchar_t js_timer_descriptions_buf[MAX_JS_TIMERS * 12]; // depends on MAX_JS_TIMERS and format string below
static void InitJsTimers(ScriptInterface& scriptInterface)
{
wchar_t* pos = js_timer_descriptions_buf;
for(size_t i = 0; i < MAX_JS_TIMERS; i++)
{
const wchar_t* description = pos;
pos += swprintf_s(pos, 12, L"js_timer %d", (int)i)+1;
timer_AddClient(&js_timer_clients[i], description);
}
// call several times to get a good approximation of 'hot' performance.
// note: don't use a separate timer slot to warm up and then judge
// overhead from another: that causes worse results (probably some
// caching effects inside JS, but I don't entirely understand why).
std::wstring calibration_script =
L"Engine.StartXTimer(0);\n" \
L"Engine.StopXTimer (0);\n" \
L"\n";
scriptInterface.LoadGlobalScript("timer_calibration_script", calibration_script);
// slight hack: call LoadGlobalScript twice because we can't average several
// TimerUnit values because there's no operator/. this way is better anyway
// because it hopefully avoids the one-time JS init overhead.
js_timer_clients[0].sum.SetToZero();
scriptInterface.LoadGlobalScript("timer_calibration_script", calibration_script);
js_timer_clients[0].sum.SetToZero();
js_timer_clients[0].num_calls = 0;
}
void StartJsTimer(ScriptInterface::CxPrivate* pCxPrivate, unsigned int slot)
{
ONCE(InitJsTimers(*(pCxPrivate->pScriptInterface)));
if (slot >= MAX_JS_TIMERS)
LOGERROR(L"Exceeded the maximum number of timer slots for scripts!");
js_start_times[slot].SetFromTimer();
}
void StopJsTimer(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), unsigned int slot)
{
if (slot >= MAX_JS_TIMERS)
LOGERROR(L"Exceeded the maximum number of timer slots for scripts!");
TimerUnit now;
now.SetFromTimer();
now.Subtract(js_timer_overhead);
BillingPolicy_Default()(&js_timer_clients[slot], js_start_times[slot], now);
js_start_times[slot].SetToZero();
}
} // namespace
void GuiScriptingInit(ScriptInterface& scriptInterface)
{
JSI_IGUIObject::init(scriptInterface);
JSI_GUITypes::init(scriptInterface);
JSI_GameView::RegisterScriptFunctions(scriptInterface);
JSI_Renderer::RegisterScriptFunctions(scriptInterface);
JSI_Console::RegisterScriptFunctions(scriptInterface);
JSI_ConfigDB::RegisterScriptFunctions(scriptInterface);
JSI_Sound::RegisterScriptFunctions(scriptInterface);
// VFS (external)
scriptInterface.RegisterFunction<CScriptVal, std::wstring, std::wstring, bool, &JSI_VFS::BuildDirEntList>("BuildDirEntList");
scriptInterface.RegisterFunction<bool, CStrW, JSI_VFS::FileExists>("FileExists");
scriptInterface.RegisterFunction<double, std::wstring, &JSI_VFS::GetFileMTime>("GetFileMTime");
scriptInterface.RegisterFunction<unsigned int, std::wstring, &JSI_VFS::GetFileSize>("GetFileSize");
scriptInterface.RegisterFunction<CScriptVal, std::wstring, &JSI_VFS::ReadFile>("ReadFile");
scriptInterface.RegisterFunction<CScriptVal, std::wstring, &JSI_VFS::ReadFileLines>("ReadFileLines");
// GUI manager functions:
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &PushGuiPage>("PushGuiPage");
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &SwitchGuiPage>("SwitchGuiPage");
scriptInterface.RegisterFunction<void, &PopGuiPage>("PopGuiPage");
scriptInterface.RegisterFunction<void, CScriptVal, &PopGuiPageCB>("PopGuiPageCB");
scriptInterface.RegisterFunction<CScriptVal, CStr, &GetGUIObjectByName>("GetGUIObjectByName");
// Simulation<->GUI interface functions:
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<std::vector<entity_id_t>, int, &PickFriendlyEntitiesOnScreen>("PickFriendlyEntitiesOnScreen");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, std::string, bool, bool, bool, &PickSimilarFriendlyEntities>("PickSimilarFriendlyEntities");
scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtScreenPoint>("GetTerrainAtScreenPoint");
// Network / game setup functions
scriptInterface.RegisterFunction<void, &StartNetworkGame>("StartNetworkGame");
scriptInterface.RegisterFunction<void, CScriptVal, int, &StartGame>("StartGame");
scriptInterface.RegisterFunction<void, &Script_EndGame>("EndGame");
scriptInterface.RegisterFunction<void, std::wstring, &StartNetworkHost>("StartNetworkHost");
scriptInterface.RegisterFunction<void, std::wstring, std::string, &StartNetworkJoin>("StartNetworkJoin");
scriptInterface.RegisterFunction<void, &DisconnectNetworkGame>("DisconnectNetworkGame");
scriptInterface.RegisterFunction<CScriptVal, &PollNetworkClient>("PollNetworkClient");
scriptInterface.RegisterFunction<void, CScriptVal, &SetNetworkGameAttributes>("SetNetworkGameAttributes");
scriptInterface.RegisterFunction<void, int, std::string, &AssignNetworkPlayer>("AssignNetworkPlayer");
scriptInterface.RegisterFunction<void, std::wstring, &SendNetworkChat>("SendNetworkChat");
scriptInterface.RegisterFunction<std::vector<CScriptValRooted>, &GetAIs>("GetAIs");
// Saved games
scriptInterface.RegisterFunction<CScriptVal, std::wstring, &StartSavedGame>("StartSavedGame");
scriptInterface.RegisterFunction<std::vector<CScriptValRooted>, &GetSavedGames>("GetSavedGames");
scriptInterface.RegisterFunction<bool, std::wstring, &DeleteSavedGame>("DeleteSavedGame");
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, CScriptVal, &SaveGame>("SaveGame");
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, CScriptVal, &SaveGamePrefix>("SaveGamePrefix");
scriptInterface.RegisterFunction<void, &QuickSave>("QuickSave");
scriptInterface.RegisterFunction<void, &QuickLoad>("QuickLoad");
// Misc functions
scriptInterface.RegisterFunction<std::wstring, std::wstring, &SetCursor>("SetCursor");
scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
scriptInterface.RegisterFunction<void, int, &SetPlayerID>("SetPlayerID");
scriptInterface.RegisterFunction<void, std::string, &OpenURL>("OpenURL");
scriptInterface.RegisterFunction<std::wstring, &GetMatchID>("GetMatchID");
scriptInterface.RegisterFunction<void, &RestartInAtlas>("RestartInAtlas");
scriptInterface.RegisterFunction<bool, &AtlasIsAvailable>("AtlasIsAvailable");
scriptInterface.RegisterFunction<bool, &IsAtlasRunning>("IsAtlasRunning");
scriptInterface.RegisterFunction<CScriptVal, VfsPath, &LoadMapSettings>("LoadMapSettings");
scriptInterface.RegisterFunction<CScriptVal, &GetMapSettings>("GetMapSettings");
scriptInterface.RegisterFunction<float, &CameraGetX>("CameraGetX");
scriptInterface.RegisterFunction<float, &CameraGetZ>("CameraGetZ");
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollow>("CameraFollow");
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollowFPS>("CameraFollowFPS");
scriptInterface.RegisterFunction<void, entity_pos_t, entity_pos_t, &CameraMoveTo>("CameraMoveTo");
scriptInterface.RegisterFunction<entity_id_t, &GetFollowedEntity>("GetFollowedEntity");
scriptInterface.RegisterFunction<bool, std::string, &HotkeyIsPressed_>("HotkeyIsPressed");
scriptInterface.RegisterFunction<void, std::wstring, &DisplayErrorDialog>("DisplayErrorDialog");
scriptInterface.RegisterFunction<CScriptVal, &GetProfilerState>("GetProfilerState");
scriptInterface.RegisterFunction<void, &ExitProgram>("Exit");
scriptInterface.RegisterFunction<bool, &IsPaused>("IsPaused");
scriptInterface.RegisterFunction<void, bool, &SetPaused>("SetPaused");
scriptInterface.RegisterFunction<int, &GetFps>("GetFPS");
scriptInterface.RegisterFunction<CStr, int, &GetBuildTimestamp>("BuildTime");
// User report functions
scriptInterface.RegisterFunction<bool, &IsUserReportEnabled>("IsUserReportEnabled");
scriptInterface.RegisterFunction<void, bool, &SetUserReportEnabled>("SetUserReportEnabled");
scriptInterface.RegisterFunction<std::string, &GetUserReportStatus>("GetUserReportStatus");
scriptInterface.RegisterFunction<void, std::string, int, std::wstring, &SubmitUserReport>("SubmitUserReport");
// Development/debugging functions
scriptInterface.RegisterFunction<void, unsigned int, &StartJsTimer>("StartXTimer");
scriptInterface.RegisterFunction<void, unsigned int, &StopJsTimer>("StopXTimer");
scriptInterface.RegisterFunction<void, float, &SetSimRate>("SetSimRate");
scriptInterface.RegisterFunction<float, &GetSimRate>("GetSimRate");
scriptInterface.RegisterFunction<void, int, &SetTurnLength>("SetTurnLength");
scriptInterface.RegisterFunction<void, float, float, float, &SetCameraTarget>("SetCameraTarget");
scriptInterface.RegisterFunction<int, &Crash>("Crash");
scriptInterface.RegisterFunction<void, &DebugWarn>("DebugWarn");
scriptInterface.RegisterFunction<void, &ForceGC>("ForceGC");
scriptInterface.RegisterFunction<void, &DumpSimState>("DumpSimState");
scriptInterface.RegisterFunction<void, &DumpTerrainMipmap>("DumpTerrainMipmap");
scriptInterface.RegisterFunction<void, unsigned int, &EnableTimeWarpRecording>("EnableTimeWarpRecording");
scriptInterface.RegisterFunction<void, &RewindTimeWarp>("RewindTimeWarp");
scriptInterface.RegisterFunction<void, bool, &SetBoundingBoxDebugOverlay>("SetBoundingBoxDebugOverlay");
// Lobby functions
scriptInterface.RegisterFunction<bool, &JSI_Lobby::HasXmppClient>("HasXmppClient");
#if CONFIG2_LOBBY // Allow the lobby to be disabled
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, std::wstring, std::wstring, &JSI_Lobby::StartXmppClient>("StartXmppClient");
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, &JSI_Lobby::StartRegisterXmppClient>("StartRegisterXmppClient");
scriptInterface.RegisterFunction<void, &JSI_Lobby::StopXmppClient>("StopXmppClient");
scriptInterface.RegisterFunction<void, &JSI_Lobby::ConnectXmppClient>("ConnectXmppClient");
scriptInterface.RegisterFunction<void, &JSI_Lobby::DisconnectXmppClient>("DisconnectXmppClient");
scriptInterface.RegisterFunction<void, &JSI_Lobby::RecvXmppClient>("RecvXmppClient");
scriptInterface.RegisterFunction<void, &JSI_Lobby::SendGetGameList>("SendGetGameList");
scriptInterface.RegisterFunction<void, &JSI_Lobby::SendGetBoardList>("SendGetBoardList");
scriptInterface.RegisterFunction<void, CScriptVal, &JSI_Lobby::SendRegisterGame>("SendRegisterGame");
scriptInterface.RegisterFunction<void, CScriptVal, &JSI_Lobby::SendGameReport>("SendGameReport");
scriptInterface.RegisterFunction<void, &JSI_Lobby::SendUnregisterGame>("SendUnregisterGame");
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, &JSI_Lobby::SendChangeStateGame>("SendChangeStateGame");
scriptInterface.RegisterFunction<CScriptVal, &JSI_Lobby::GetPlayerList>("GetPlayerList");
scriptInterface.RegisterFunction<CScriptVal, &JSI_Lobby::GetGameList>("GetGameList");
scriptInterface.RegisterFunction<CScriptVal, &JSI_Lobby::GetBoardList>("GetBoardList");
scriptInterface.RegisterFunction<CScriptVal, &JSI_Lobby::LobbyGuiPollMessage>("LobbyGuiPollMessage");
scriptInterface.RegisterFunction<void, std::wstring, &JSI_Lobby::LobbySendMessage>("LobbySendMessage");
scriptInterface.RegisterFunction<void, std::wstring, &JSI_Lobby::LobbySetPlayerPresence>("LobbySetPlayerPresence");
scriptInterface.RegisterFunction<void, std::wstring, &JSI_Lobby::LobbySetNick>("LobbySetNick");
scriptInterface.RegisterFunction<std::wstring, &JSI_Lobby::LobbyGetNick>("LobbyGetNick");
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, &JSI_Lobby::LobbyKick>("LobbyKick");
scriptInterface.RegisterFunction<void, std::wstring, std::wstring, &JSI_Lobby::LobbyBan>("LobbyBan");
scriptInterface.RegisterFunction<std::wstring, std::wstring, &JSI_Lobby::LobbyGetPlayerPresence>("LobbyGetPlayerPresence");
scriptInterface.RegisterFunction<std::wstring, std::wstring, std::wstring, &JSI_Lobby::EncryptPassword>("EncryptPassword");
scriptInterface.RegisterFunction<bool, &JSI_Lobby::IsRankedGame>("IsRankedGame");
scriptInterface.RegisterFunction<void, bool, &JSI_Lobby::SetRankedGame>("SetRankedGame");
#endif // CONFIG2_LOBBY
}