0ad/source/renderer/scripting/JSInterface_Renderer.cpp
Vantha 1d3cdec48d Move cutscene mode to renderer
This patch splits "cutscene mode" (disabling silhouttes, territory
borders and other visual overlays) from the cinema manager component
and moves it to the renderer, since it doesn't influence the simulation
anyway. The mode can now be independently controlled by the GUI. This
is done so it can also be used for other narrative elements like speech
or dialogue in the future. Cutscene mode is still always enabled while
cinema paths are playing, though.
By design, this also fixes the issue that range overlays weren't hidden
during cutscene mode.
2026-03-03 11:25:52 +01:00

86 lines
2.6 KiB
C++

/* Copyright (C) 2026 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 "JSInterface_Renderer.h"
#include "graphics/TextureManager.h"
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "scriptinterface/FunctionWrapper.h"
#include <string>
namespace JSI_Renderer
{
#define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME) \
bool Get##NAME##Enabled() \
{ \
return g_RenderingOptions.Get##NAME(); \
} \
\
void Set##NAME##Enabled(bool enabled) \
{ \
g_RenderingOptions.Set##NAME(enabled); \
}
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(CutsceneMode);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
std::string GetRenderPath()
{
return RenderPathEnum::ToString(g_RenderingOptions.GetRenderPath());
}
std::string GetRenderDebugMode()
{
return RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()).c_str();
}
void SetRenderDebugMode(const std::string& mode)
{
g_RenderingOptions.SetRenderDebugMode(RenderDebugModeEnum::FromString(mode));
}
bool TextureExists(const std::wstring& filename)
{
return g_Renderer.GetTextureManager().TextureExists(filename);
}
#define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \
ScriptFunction::Register<&Get##NAME##Enabled>(rq, "Renderer_Get" #NAME "Enabled"); \
ScriptFunction::Register<&Set##NAME##Enabled>(rq, "Renderer_Set" #NAME "Enabled");
void RegisterScriptFunctions(const ScriptRequest& rq)
{
ScriptFunction::Register<&GetRenderPath>(rq, "Renderer_GetRenderPath");
ScriptFunction::Register<&TextureExists>(rq, "TextureExists");
ScriptFunction::Register<&GetRenderDebugMode>(rq, "Renderer_GetRenderDebugMode");
ScriptFunction::Register<&SetRenderDebugMode>(rq, "Renderer_SetRenderDebugMode");
REGISTER_BOOLEAN_SCRIPT_SETTING(CutsceneMode);
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
}
#undef REGISTER_BOOLEAN_SCRIPT_SETTING
}