0ad/source/renderer/scripting/JSInterface_Renderer.cpp
wraitii cb346e207b Refactor all usage of RegisterFunction to ScriptFunction::Register
- 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.
2021-03-02 20:01:14 +00:00

68 lines
2 KiB
C++

/* Copyright (C) 2020 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 "renderer/RenderingOptions.h"
#include "renderer/Renderer.h"
#include "scriptinterface/FunctionWrapper.h"
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(DisplayFrustum);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
std::string GetRenderPath()
{
return RenderPathEnum::ToString(g_RenderingOptions.GetRenderPath());
}
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");
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
}
#undef REGISTER_BOOLEAN_SCRIPT_SETTING
}