mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
- Replace ScriptInterface::RegisterFunction with
ScriptFunction::Register
- Mostly removing unused cmpPrivate*
- Some usage introduces specific getters (mapgenerator, AIWorker,
XmppClient,...)
- Several passthrough functions are simply removed in favour of calling
the original, reducing duplication
- Make use of ScriptRequest/ScriptInterface capabilities where
relevant.
- Make JSI_* headers only expose necessary functions, lightening them
considerably and reducing duplication
- Reuse namespaces in JSI_* implementations directly, reducing visual
noise there
Follows f3aedf88a6
Differential Revision: https://code.wildfiregames.com/D3626
This was SVN commit r24983.
179 lines
5.1 KiB
C++
179 lines
5.1 KiB
C++
/* Copyright (C) 2020 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_GameView.h"
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#include "graphics/Camera.h"
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#include "graphics/GameView.h"
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#include "graphics/Terrain.h"
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#include "maths/FixedVector3D.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "ps/CLogger.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/helpers/Position.h"
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namespace JSI_GameView
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{
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#define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME) \
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bool Get##NAME##Enabled() \
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{ \
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if (!g_Game || !g_Game->GetView()) \
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{ \
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LOGERROR("Trying to get a setting from GameView when it's not initialized!"); \
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return false; \
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} \
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return g_Game->GetView()->Get##NAME##Enabled(); \
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} \
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\
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void Set##NAME##Enabled(bool Enabled) \
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{ \
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if (!g_Game || !g_Game->GetView()) \
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{ \
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LOGERROR("Trying to set a setting of GameView when it's not initialized!"); \
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return; \
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} \
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g_Game->GetView()->Set##NAME##Enabled(Enabled); \
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}
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(Culling);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(LockCullCamera);
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IMPLEMENT_BOOLEAN_SCRIPT_SETTING(ConstrainCamera);
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#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
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#define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \
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ScriptFunction::Register<&Get##NAME##Enabled>(rq, "GameView_Get" #NAME "Enabled"); \
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ScriptFunction::Register<&Set##NAME##Enabled>(rq, "GameView_Set" #NAME "Enabled");
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void RegisterScriptFunctions_Settings(const ScriptRequest& rq)
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{
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REGISTER_BOOLEAN_SCRIPT_SETTING(Culling);
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REGISTER_BOOLEAN_SCRIPT_SETTING(LockCullCamera);
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REGISTER_BOOLEAN_SCRIPT_SETTING(ConstrainCamera);
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}
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#undef REGISTER_BOOLEAN_SCRIPT_SETTING
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JS::Value GetCameraPivot(const ScriptRequest& rq)
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{
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CVector3D pivot(-1, -1, -1);
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if (g_Game && g_Game->GetView())
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pivot = g_Game->GetView()->GetCameraPivot();
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JS::RootedValue pivotValue(rq.cx);
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ScriptInterface::CreateObject(rq, &pivotValue, "x", pivot.X, "z", pivot.Z);
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return pivotValue;
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}
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/**
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* Move camera to a 2D location.
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*/
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void CameraMoveTo(entity_pos_t x, entity_pos_t z)
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{
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if (!g_Game || !g_Game->GetWorld() || !g_Game->GetView() || !g_Game->GetWorld()->GetTerrain())
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return;
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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CVector3D target;
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target.X = x.ToFloat();
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target.Z = z.ToFloat();
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target.Y = terrain->GetExactGroundLevel(target.X, target.Z);
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g_Game->GetView()->MoveCameraTarget(target);
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}
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/**
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* Set the camera to look at the given location.
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*/
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void SetCameraTarget(float x, float y, float z)
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{
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if (!g_Game || !g_Game->GetView())
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return;
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g_Game->GetView()->MoveCameraTarget(CVector3D(x, y, z));
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}
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/**
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* Set the data (position, orientation and zoom) of the camera.
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*/
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void SetCameraData(entity_pos_t x, entity_pos_t y, entity_pos_t z, entity_pos_t rotx, entity_pos_t roty, entity_pos_t zoom)
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{
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if (!g_Game || !g_Game->GetView())
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return;
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CVector3D pos(x.ToFloat(), y.ToFloat(), z.ToFloat());
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g_Game->GetView()->SetCamera(pos, rotx.ToFloat(), roty.ToFloat(), zoom.ToFloat());
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}
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/**
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* Start / stop camera following mode.
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* @param entityid unit id to follow. If zero, stop following mode
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*/
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void CameraFollow(entity_id_t entityid)
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{
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if (!g_Game || !g_Game->GetView())
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return;
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g_Game->GetView()->FollowEntity(entityid, false);
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}
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/**
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* Start / stop first-person camera following mode.
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* @param entityid unit id to follow. If zero, stop following mode.
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*/
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void CameraFollowFPS(entity_id_t entityid)
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{
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if (!g_Game || !g_Game->GetView())
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return;
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g_Game->GetView()->FollowEntity(entityid, true);
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}
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entity_id_t GetFollowedEntity()
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{
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if (!g_Game || !g_Game->GetView())
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return INVALID_ENTITY;
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return g_Game->GetView()->GetFollowedEntity();
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}
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CFixedVector3D GetTerrainAtScreenPoint(int x, int y)
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{
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CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, true);
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return CFixedVector3D(fixed::FromFloat(pos.X), fixed::FromFloat(pos.Y), fixed::FromFloat(pos.Z));
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}
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void RegisterScriptFunctions(const ScriptRequest& rq)
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{
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RegisterScriptFunctions_Settings(rq);
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ScriptFunction::Register<&GetCameraPivot>(rq, "GetCameraPivot");
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ScriptFunction::Register<&CameraMoveTo>(rq, "CameraMoveTo");
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ScriptFunction::Register<&SetCameraTarget>(rq, "SetCameraTarget");
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ScriptFunction::Register<&SetCameraData>(rq, "SetCameraData");
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ScriptFunction::Register<&CameraFollow>(rq, "CameraFollow");
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ScriptFunction::Register<&CameraFollowFPS>(rq, "CameraFollowFPS");
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ScriptFunction::Register<&GetFollowedEntity>(rq, "GetFollowedEntity");
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ScriptFunction::Register<&GetTerrainAtScreenPoint>(rq, "GetTerrainAtScreenPoint");
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}
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}
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