0ad/source/gui/scripting/ScriptFunctions.cpp
Ykkrosh e43eb0c18b # Various hotkey fixes and cleanups.
Support ctrl for removing entities from selection.
Move big screenshot hotkey to shift+F2.
Increase mouse wheel rotation speed.
Fix HotkeyIsPressed when a more specific hotkey was matched instead.
Support multiple hotkeys with the same binding.
Use hotkeys instead of raw key events in GUI.
Delete some obsolete hotkey definitions.
Remove unused broken EntitySelection toggle method.

This was SVN commit r8546.
2010-11-07 20:42:52 +00:00

420 lines
13 KiB
C++

/* Copyright (C) 2010 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 "scriptinterface/ScriptInterface.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "graphics/MapReader.h"
#include "gui/GUIManager.h"
#include "lib/timer.h"
#include "lib/sysdep/sysdep.h"
#include "maths/FixedVector3D.h"
#include "network/NetClient.h"
#include "network/NetServer.h"
#include "network/NetTurnManager.h"
#include "ps/CLogger.h"
#include "ps/CConsole.h"
#include "ps/Errors.h"
#include "ps/Game.h"
#include "ps/Hotkey.h"
#include "ps/Overlay.h"
#include "ps/Pyrogenesis.h"
#include "ps/GameSetup/Atlas.h"
#include "ps/GameSetup/Config.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpCommandQueue.h"
#include "simulation2/components/ICmpGuiInterface.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpTemplateManager.h"
#include "simulation2/helpers/Selection.h"
#include "js/jsapi.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
namespace {
CScriptVal GetActiveGui(void* UNUSED(cbdata))
{
return OBJECT_TO_JSVAL(g_GUI->GetScriptObject());
}
void PushGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
{
g_GUI->PushPage(name, initData);
}
void SwitchGuiPage(void* UNUSED(cbdata), std::wstring name, CScriptVal initData)
{
g_GUI->SwitchPage(name, initData);
}
void PopGuiPage(void* UNUSED(cbdata))
{
g_GUI->PopPage();
}
CScriptVal GuiInterfaceCall(void* cbdata, std::wstring name, CScriptVal data)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (!g_Game)
return JSVAL_VOID;
CSimulation2* sim = g_Game->GetSimulation2();
debug_assert(sim);
CmpPtr<ICmpGuiInterface> gui(*sim, SYSTEM_ENTITY);
if (gui.null())
return JSVAL_VOID;
int player = -1;
if (g_Game)
player = g_Game->GetPlayerID();
CScriptValRooted arg (sim->GetScriptInterface().GetContext(), sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), data.get()));
CScriptVal ret (gui->ScriptCall(player, name, arg.get()));
return guiManager->GetScriptInterface().CloneValueFromOtherContext(sim->GetScriptInterface(), ret.get());
}
void PostNetworkCommand(void* cbdata, CScriptVal cmd)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (!g_Game)
return;
CSimulation2* sim = g_Game->GetSimulation2();
debug_assert(sim);
CmpPtr<ICmpCommandQueue> queue(*sim, SYSTEM_ENTITY);
if (queue.null())
return;
jsval cmd2 = sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), cmd.get());
queue->PostNetworkCommand(cmd2);
}
std::vector<entity_id_t> PickEntitiesAtPoint(void* UNUSED(cbdata), int x, int y)
{
return EntitySelection::PickEntitiesAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, g_Game->GetPlayerID());
}
std::vector<entity_id_t> PickFriendlyEntitiesInRect(void* UNUSED(cbdata), int x0, int y0, int x1, int y1, int player)
{
return EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, player);
}
std::vector<entity_id_t> PickSimilarFriendlyEntities(void* UNUSED(cbdata), std::string templateName, bool onScreenOnly)
{
return EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, g_Game->GetPlayerID(), onScreenOnly);
}
CFixedVector3D GetTerrainAtPoint(void* UNUSED(cbdata), int x, int y)
{
CVector3D pos = g_Game->GetView()->GetCamera()->GetWorldCoordinates(x, y, true);
return CFixedVector3D(fixed::FromFloat(pos.X), fixed::FromFloat(pos.Y), fixed::FromFloat(pos.Z));
}
std::wstring SetCursor(void* UNUSED(cbdata), std::wstring name)
{
std::wstring old = g_CursorName;
g_CursorName = name;
return old;
}
int GetPlayerID(void* UNUSED(cbdata))
{
if (g_Game)
return g_Game->GetPlayerID();
return -1;
}
std::wstring GetDefaultPlayerName(void* UNUSED(cbdata))
{
// TODO: this should come from a config file or something
std::wstring name = sys_get_user_name();
if (name.empty())
name = L"anonymous";
return name;
}
void StartNetworkGame(void* UNUSED(cbdata))
{
debug_assert(g_NetServer);
g_NetServer->StartGame();
}
void StartGame(void* cbdata, CScriptVal attribs, int playerID)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
debug_assert(!g_NetServer);
debug_assert(!g_NetClient);
debug_assert(!g_Game);
g_Game = new CGame();
// Convert from GUI script context to sim script context
CSimulation2* sim = g_Game->GetSimulation2();
CScriptValRooted gameAttribs (sim->GetScriptInterface().GetContext(),
sim->GetScriptInterface().CloneValueFromOtherContext(guiManager->GetScriptInterface(), attribs.get()));
g_Game->SetPlayerID(playerID);
g_Game->StartGame(gameAttribs);
}
void SetNetworkGameAttributes(void* cbdata, CScriptVal attribs)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
debug_assert(g_NetServer);
g_NetServer->UpdateGameAttributes(attribs, guiManager->GetScriptInterface());
}
void StartNetworkHost(void* cbdata, std::wstring playerName)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
debug_assert(!g_NetClient);
debug_assert(!g_NetServer);
debug_assert(!g_Game);
g_NetServer = new CNetServer();
if (!g_NetServer->SetupConnection())
{
guiManager->GetScriptInterface().ReportError("Failed to start server");
SAFE_DELETE(g_NetServer);
return;
}
g_Game = new CGame();
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
if (!g_NetClient->SetupConnection("127.0.0.1"))
{
guiManager->GetScriptInterface().ReportError("Failed to connect to server");
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
}
void StartNetworkJoin(void* cbdata, std::wstring playerName, std::string serverAddress)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
debug_assert(!g_NetClient);
debug_assert(!g_NetServer);
debug_assert(!g_Game);
g_Game = new CGame();
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
if (!g_NetClient->SetupConnection(serverAddress))
{
guiManager->GetScriptInterface().ReportError("Failed to connect to server");
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
}
void DisconnectNetworkGame(void* UNUSED(cbdata))
{
// TODO: we ought to do async reliable disconnections
SAFE_DELETE(g_NetServer);
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
CScriptVal PollNetworkClient(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (!g_NetClient)
return CScriptVal();
CScriptValRooted poll = g_NetClient->GuiPoll();
// Convert from net client context to GUI script context
return guiManager->GetScriptInterface().CloneValueFromOtherContext(g_NetClient->GetScriptInterface(), poll.get());
}
void AssignNetworkPlayer(void* UNUSED(cbdata), int playerID, std::string guid)
{
debug_assert(g_NetServer);
g_NetServer->AssignPlayer(playerID, guid);
}
void SendNetworkChat(void* UNUSED(cbdata), std::wstring message)
{
debug_assert(g_NetClient);
g_NetClient->SendChatMessage(message);
}
void OpenURL(void* UNUSED(cbdata), std::string url)
{
sys_open_url(url);
}
void RestartInAtlas(void* UNUSED(cbdata))
{
restart_mainloop_in_atlas();
}
bool AtlasIsAvailable(void* UNUSED(cbdata))
{
return ATLAS_IsAvailable();
}
CScriptVal LoadMapSettings(void* cbdata, std::wstring pathname)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
CMapSummaryReader reader;
if (reader.LoadMap(VfsPath(pathname + L".xml")) != PSRETURN_OK)
return CScriptVal();
return reader.GetMapSettings(guiManager->GetScriptInterface()).get();
}
/**
* Start / stop camera following mode
* @param entityid unit id to follow. If zero, stop following mode
*/
void CameraFollow(void* UNUSED(cbdata), entity_id_t entityid)
{
if (g_Game && g_Game->GetView())
g_Game->GetView()->CameraFollow(entityid, false);
}
void CameraFollowFPS(void* UNUSED(cbdata), entity_id_t entityid)
{
if (g_Game && g_Game->GetView())
g_Game->GetView()->CameraFollow(entityid, true);
}
bool HotkeyIsPressed_(void* UNUSED(cbdata), std::string hotkeyName)
{
return HotkeyIsPressed(hotkeyName);
}
void SetSimRate(void* UNUSED(cbdata), float rate)
{
g_Game->SetSimRate(rate);
}
void SetTurnLength(void* UNUSED(cbdata), int length)
{
if (g_NetServer)
g_NetServer->SetTurnLength(length);
else
LOGERROR(L"Only network host can change turn length");
}
// Focus the game camera on a given position.
void SetCameraTarget(void* UNUSED(cbdata), float x, float y, float z)
{
g_Game->GetView()->ResetCameraTarget(CVector3D(x, y, z));
}
// Deliberately cause the game to crash.
// Currently implemented via access violation (read of address 0).
// Useful for testing the crashlog/stack trace code.
int Crash(void* UNUSED(cbdata))
{
debug_printf(L"Crashing at user's request.\n");
return *(int*)0;
}
// Force a JS garbage collection cycle to take place immediately.
// Writes an indication of how long this took to the console.
void ForceGC(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
double time = timer_Time();
JS_GC(guiManager->GetScriptInterface().GetContext());
time = timer_Time() - time;
g_Console->InsertMessage(L"Garbage collection completed in: %f", time);
}
} // namespace
void GuiScriptingInit(ScriptInterface& scriptInterface)
{
// GUI manager functions:
scriptInterface.RegisterFunction<CScriptVal, &GetActiveGui>("GetActiveGui");
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &PushGuiPage>("PushGuiPage");
scriptInterface.RegisterFunction<void, std::wstring, CScriptVal, &SwitchGuiPage>("SwitchGuiPage");
scriptInterface.RegisterFunction<void, &PopGuiPage>("PopGuiPage");
// Simulation<->GUI interface functions:
scriptInterface.RegisterFunction<CScriptVal, std::wstring, CScriptVal, &GuiInterfaceCall>("GuiInterfaceCall");
scriptInterface.RegisterFunction<void, CScriptVal, &PostNetworkCommand>("PostNetworkCommand");
// Entity picking
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, &PickEntitiesAtPoint>("PickEntitiesAtPoint");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, int, int, int, int, int, &PickFriendlyEntitiesInRect>("PickFriendlyEntitiesInRect");
scriptInterface.RegisterFunction<std::vector<entity_id_t>, std::string, bool, &PickSimilarFriendlyEntities>("PickSimilarFriendlyEntities");
scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtPoint>("GetTerrainAtPoint");
// Network / game setup functions
scriptInterface.RegisterFunction<void, &StartNetworkGame>("StartNetworkGame");
scriptInterface.RegisterFunction<void, CScriptVal, int, &StartGame>("StartGame");
scriptInterface.RegisterFunction<void, std::wstring, &StartNetworkHost>("StartNetworkHost");
scriptInterface.RegisterFunction<void, std::wstring, std::string, &StartNetworkJoin>("StartNetworkJoin");
scriptInterface.RegisterFunction<void, &DisconnectNetworkGame>("DisconnectNetworkGame");
scriptInterface.RegisterFunction<CScriptVal, &PollNetworkClient>("PollNetworkClient");
scriptInterface.RegisterFunction<void, CScriptVal, &SetNetworkGameAttributes>("SetNetworkGameAttributes");
scriptInterface.RegisterFunction<void, int, std::string, &AssignNetworkPlayer>("AssignNetworkPlayer");
scriptInterface.RegisterFunction<void, std::wstring, &SendNetworkChat>("SendNetworkChat");
// Misc functions
scriptInterface.RegisterFunction<std::wstring, std::wstring, &SetCursor>("SetCursor");
scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
scriptInterface.RegisterFunction<std::wstring, &GetDefaultPlayerName>("GetDefaultPlayerName");
scriptInterface.RegisterFunction<void, std::string, &OpenURL>("OpenURL");
scriptInterface.RegisterFunction<void, &RestartInAtlas>("RestartInAtlas");
scriptInterface.RegisterFunction<bool, &AtlasIsAvailable>("AtlasIsAvailable");
scriptInterface.RegisterFunction<CScriptVal, std::wstring, &LoadMapSettings>("LoadMapSettings");
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollow>("CameraFollow");
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollowFPS>("CameraFollowFPS");
scriptInterface.RegisterFunction<bool, std::string, &HotkeyIsPressed_>("HotkeyIsPressed");
// Development/debugging functions
scriptInterface.RegisterFunction<void, float, &SetSimRate>("SetSimRate");
scriptInterface.RegisterFunction<void, int, &SetTurnLength>("SetTurnLength");
scriptInterface.RegisterFunction<void, float, float, float, &SetCameraTarget>("SetCameraTarget");
scriptInterface.RegisterFunction<int, &Crash>("Crash");
scriptInterface.RegisterFunction<void, &ForceGC>("ForceGC");
}