0ad/source/graphics/scripting/JSInterface_GameView.cpp
wraitii ee0d204bf6 Wrap JSAutoRequest and replace usage of JSContext* with the wrapper.
JSAutoRequest is required before calling into most JSAPI methods, for GC
reasons.
Calling it is required and fragile as one must not forget.
Further, SM52 and later make manipulating JSContext* dangerous as that
can cross Compartment(Realm in SM68) barriers (and ScriptInterface now
matches a Compartment).

The solution to both problems is to avoid using JSContext* in 0 A.D.
itself. To achieve this, a Request class is introduced, and must be used
to access a JSContext* from a scriptInterface. Further, Request is
passed to other ScriptInterface functions isntead of JSContext*, making
it obvious that the caller has already called it, reducing errors and
redundant JSAutoRequest calls.
Only JSNative functions now get a naked JSContext* without protection,
but the likelihood of forgetting a request is lower since many
ScriptInterface functions now expect it.

JSContext* is directly passed to JSAPI functions only.

Part of the SM52 migration, stage: SM45 compatible

Based on a patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3088
This was SVN commit r24176.
2020-11-13 13:18:22 +00:00

175 lines
6 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_GameView.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "graphics/Terrain.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "ps/CLogger.h"
#include "scriptinterface/ScriptInterface.h"
#define IMPLEMENT_BOOLEAN_SCRIPT_SETTING(NAME) \
bool JSI_GameView::Get##NAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate)) \
{ \
if (!g_Game || !g_Game->GetView()) \
{ \
LOGERROR("Trying to get a setting from GameView when it's not initialized!"); \
return false; \
} \
return g_Game->GetView()->Get##NAME##Enabled(); \
} \
\
void JSI_GameView::Set##NAME##Enabled(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), bool Enabled) \
{ \
if (!g_Game || !g_Game->GetView()) \
{ \
LOGERROR("Trying to set a setting of GameView when it's not initialized!"); \
return; \
} \
g_Game->GetView()->Set##NAME##Enabled(Enabled); \
}
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(Culling);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(LockCullCamera);
IMPLEMENT_BOOLEAN_SCRIPT_SETTING(ConstrainCamera);
#undef IMPLEMENT_BOOLEAN_SCRIPT_SETTING
#define REGISTER_BOOLEAN_SCRIPT_SETTING(NAME) \
scriptInterface.RegisterFunction<bool, &JSI_GameView::Get##NAME##Enabled>("GameView_Get" #NAME "Enabled"); \
scriptInterface.RegisterFunction<void, bool, &JSI_GameView::Set##NAME##Enabled>("GameView_Set" #NAME "Enabled");
void JSI_GameView::RegisterScriptFunctions_Settings(const ScriptInterface& scriptInterface)
{
REGISTER_BOOLEAN_SCRIPT_SETTING(Culling);
REGISTER_BOOLEAN_SCRIPT_SETTING(LockCullCamera);
REGISTER_BOOLEAN_SCRIPT_SETTING(ConstrainCamera);
}
#undef REGISTER_BOOLEAN_SCRIPT_SETTING
JS::Value JSI_GameView::GetCameraPivot(ScriptInterface::CxPrivate* pCxPrivate)
{
ScriptInterface::Request rq(pCxPrivate);
CVector3D pivot(-1, -1, -1);
if (g_Game && g_Game->GetView())
pivot = g_Game->GetView()->GetCameraPivot();
JS::RootedValue pivotValue(rq.cx);
ScriptInterface::CreateObject(rq, &pivotValue, "x", pivot.X, "z", pivot.Z);
return pivotValue;
}
/**
* Move camera to a 2D location.
*/
void JSI_GameView::CameraMoveTo(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), entity_pos_t x, entity_pos_t z)
{
if (!g_Game || !g_Game->GetWorld() || !g_Game->GetView() || !g_Game->GetWorld()->GetTerrain())
return;
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
CVector3D target;
target.X = x.ToFloat();
target.Z = z.ToFloat();
target.Y = terrain->GetExactGroundLevel(target.X, target.Z);
g_Game->GetView()->MoveCameraTarget(target);
}
/**
* Set the camera to look at the given location.
*/
void JSI_GameView::SetCameraTarget(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), float x, float y, float z)
{
g_Game->GetView()->ResetCameraTarget(CVector3D(x, y, z));
}
/**
* Set the data (position, orientation and zoom) of the camera.
*/
void JSI_GameView::SetCameraData(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), entity_pos_t x, entity_pos_t y, entity_pos_t z, entity_pos_t rotx, entity_pos_t roty, entity_pos_t zoom)
{
if (!g_Game || !g_Game->GetWorld() || !g_Game->GetView() || !g_Game->GetWorld()->GetTerrain())
return;
CVector3D Pos = CVector3D(x.ToFloat(), y.ToFloat(), z.ToFloat());
float RotX = rotx.ToFloat();
float RotY = roty.ToFloat();
float Zoom = zoom.ToFloat();
g_Game->GetView()->SetCamera(Pos, RotX, RotY, Zoom);
}
/**
* Start / stop camera following mode.
* @param entityid unit id to follow. If zero, stop following mode
*/
void JSI_GameView::CameraFollow(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), entity_id_t entityid)
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->FollowEntity(entityid, false);
}
/**
* Start / stop first-person camera following mode.
* @param entityid unit id to follow. If zero, stop following mode.
*/
void JSI_GameView::CameraFollowFPS(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), entity_id_t entityid)
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->FollowEntity(entityid, true);
}
entity_id_t JSI_GameView::GetFollowedEntity(ScriptInterface::CxPrivate* UNUSED(pCxPrivate))
{
if (!g_Game || !g_Game->GetView())
return INVALID_ENTITY;
return g_Game->GetView()->GetFollowedEntity();
}
CFixedVector3D JSI_GameView::GetTerrainAtScreenPoint(ScriptInterface::CxPrivate* UNUSED(pCxPrivate), 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));
}
void JSI_GameView::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
{
RegisterScriptFunctions_Settings(scriptInterface);
scriptInterface.RegisterFunction<JS::Value, &GetCameraPivot>("GetCameraPivot");
scriptInterface.RegisterFunction<void, entity_pos_t, entity_pos_t, &CameraMoveTo>("CameraMoveTo");
scriptInterface.RegisterFunction<void, float, float, float, &SetCameraTarget>("SetCameraTarget");
scriptInterface.RegisterFunction<void, entity_pos_t, entity_pos_t, entity_pos_t, entity_pos_t, entity_pos_t, entity_pos_t, &SetCameraData>("SetCameraData");
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollow>("CameraFollow");
scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollowFPS>("CameraFollowFPS");
scriptInterface.RegisterFunction<entity_id_t, &GetFollowedEntity>("GetFollowedEntity");
scriptInterface.RegisterFunction<CFixedVector3D, int, int, &GetTerrainAtScreenPoint>("GetTerrainAtScreenPoint");
}