/* 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"); }