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Each GUI Page gets its own compartment and all ScriptInterfaces in the same thread should now use the same JS Runtime. This is required for the SpiderMonkey upgrade. Check the ticket for details. Closes #2241 Refs #1886 Refs #1966 This was SVN commit r14496.
85 lines
3.5 KiB
C++
85 lines
3.5 KiB
C++
/* Copyright (C) 2013 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_Renderer.h"
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#include "renderer/Renderer.h"
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#define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME, SCRIPTNAME) \
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bool JSI_Renderer::Get##SCRIPTNAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) \
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{ \
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return g_Renderer.GetOptionBool(CRenderer::OPT_##NAME); \
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} \
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\
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void JSI_Renderer::Set##SCRIPTNAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool Enabled) \
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{ \
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g_Renderer.SetOptionBool(CRenderer::OPT_##NAME, Enabled); \
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}
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PARTICLES, Particles);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(PREFERGLSL, PreferGLSL);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERNORMAL, WaterNormal);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWPCF, ShadowPCF);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHADOWS, Shadows);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREALDEPTH, WaterRealDepth);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREFLECTION, WaterReflection);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERREFRACTION, WaterRefraction);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERFOAM, WaterFoam);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERCOASTALWAVES, WaterCoastalWaves);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(WATERSHADOW, WaterShadow);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SILHOUETTES, Silhouettes);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(SHOWSKY, ShowSky);
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#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
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std::string JSI_Renderer::GetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
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{
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return CRenderer::GetRenderPathName(g_Renderer.GetRenderPath());
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}
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void JSI_Renderer::SetRenderPath(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), std::string name)
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{
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g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(name));
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}
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#define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \
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scriptInterface.RegisterFunction<bool, &JSI_Renderer::Get##NAME##Enabled>("Renderer_Get" #NAME "Enabled"); \
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scriptInterface.RegisterFunction<void, bool, &JSI_Renderer::Set##NAME##Enabled>("Renderer_Set" #NAME "Enabled");
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void JSI_Renderer::RegisterScriptFunctions(ScriptInterface& scriptInterface)
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{
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scriptInterface.RegisterFunction<std::string, &JSI_Renderer::GetRenderPath>("Renderer_GetRenderPath");
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scriptInterface.RegisterFunction<void, std::string, &JSI_Renderer::SetRenderPath>("Renderer_SetRenderPath");
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REGISTER_BOOLEAN_SCRIPT_SETTING(Shadows);
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REGISTER_BOOLEAN_SCRIPT_SETTING(ShadowPCF);
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REGISTER_BOOLEAN_SCRIPT_SETTING(Particles);
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REGISTER_BOOLEAN_SCRIPT_SETTING(PreferGLSL);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterNormal);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRealDepth);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterReflection);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterRefraction);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterFoam);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterCoastalWaves);
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REGISTER_BOOLEAN_SCRIPT_SETTING(WaterShadow);
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REGISTER_BOOLEAN_SCRIPT_SETTING(Silhouettes);
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REGISTER_BOOLEAN_SCRIPT_SETTING(ShowSky);
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}
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#undef REGISTER_BOOLEAN_SCRIPT_SETTING
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