/* Copyright (C) 2017 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 .
*/
#include "precompiled.h"
#include "scriptinterface/ScriptInterface.h"
#include "graphics/FontMetrics.h"
#include "graphics/GameView.h"
#include "graphics/MapReader.h"
#include "graphics/scripting/JSInterface_GameView.h"
#include "gui/IGUIObject.h"
#include "gui/scripting/JSInterface_GUIManager.h"
#include "gui/scripting/JSInterface_GUITypes.h"
#include "i18n/scripting/JSInterface_L10n.h"
#include "lib/sysdep/sysdep.h"
#include "lib/utf8.h"
#include "lobby/scripting/JSInterface_Lobby.h"
#include "network/scripting/JSInterface_Network.h"
#include "ps/GUID.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/Globals.h" // g_frequencyFilter
#include "ps/Hotkey.h"
#include "ps/scripting/JSInterface_ConfigDB.h"
#include "ps/scripting/JSInterface_Console.h"
#include "ps/scripting/JSInterface_Debug.h"
#include "ps/scripting/JSInterface_Game.h"
#include "ps/scripting/JSInterface_Mod.h"
#include "ps/scripting/JSInterface_SavedGame.h"
#include "ps/scripting/JSInterface_VFS.h"
#include "ps/scripting/JSInterface_VisualReplay.h"
#include "renderer/scripting/JSInterface_Renderer.h"
#include "simulation2/scripting/JSInterface_Simulation.h"
#include "soundmanager/scripting/JSInterface_Sound.h"
#include "tools/atlas/GameInterface/GameLoop.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 {
void OpenURL(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const 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;
}
JS::Value LoadMapSettings(ScriptInterface::CxPrivate* pCxPrivate, const VfsPath& pathname)
{
JSContext* cx = pCxPrivate->pScriptInterface->GetContext();
JSAutoRequest rq(cx);
CMapSummaryReader reader;
if (reader.LoadMap(pathname) != PSRETURN_OK)
return JS::UndefinedValue();
JS::RootedValue settings(cx);
reader.GetMapSettings(*(pCxPrivate->pScriptInterface), &settings);
return settings;
}
bool HotkeyIsPressed_(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const std::string& hotkeyName)
{
return HotkeyIsPressed(hotkeyName);
}
void Script_EndGame(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
EndGame();
}
CStrW GetSystemUsername(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
return sys_get_user_name();
}
void ExitProgram(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
kill_mainloop();
}
// - 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;
}
int GetTextWidth(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), const CStr& fontName, const CStrW& text)
{
int width = 0;
int height = 0;
CStrIntern _fontName(fontName);
CFontMetrics fontMetrics(_fontName);
fontMetrics.CalculateStringSize(text.c_str(), width, height);
return width;
}
} // 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_Debug::RegisterScriptFunctions(scriptInterface);
JSI_Game::RegisterScriptFunctions(scriptInterface);
JSI_GUIManager::RegisterScriptFunctions(scriptInterface);
JSI_Mod::RegisterScriptFunctions(scriptInterface);
JSI_Network::RegisterScriptFunctions(scriptInterface);
JSI_SavedGame::RegisterScriptFunctions(scriptInterface);
JSI_Sound::RegisterScriptFunctions(scriptInterface);
JSI_Simulation::RegisterScriptFunctions(scriptInterface);
JSI_L10n::RegisterScriptFunctions(scriptInterface);
JSI_Lobby::RegisterScriptFunctions(scriptInterface);
JSI_VFS::RegisterScriptFunctions(scriptInterface);
JSI_VisualReplay::RegisterScriptFunctions(scriptInterface);
scriptInterface.RegisterFunction("EndGame");
scriptInterface.RegisterFunction("OpenURL");
scriptInterface.RegisterFunction("GetMatchID");
scriptInterface.RegisterFunction("RestartInAtlas");
scriptInterface.RegisterFunction("AtlasIsAvailable");
scriptInterface.RegisterFunction("IsAtlasRunning");
scriptInterface.RegisterFunction("LoadMapSettings");
scriptInterface.RegisterFunction("HotkeyIsPressed");
scriptInterface.RegisterFunction("Exit");
scriptInterface.RegisterFunction("GetFPS");
scriptInterface.RegisterFunction("GetTextWidth");
scriptInterface.RegisterFunction("GetSystemUsername");
}