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Using references matches the C++ coding style better and should improve performance a bit in theory. It avoids 2 copies of T in case of the functions registered with RegisterFunction (mainy used in the GUI). It should also avoid one or two copies in case of DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I haven't bothered to count it there exactly. It is now predefined which types have to be passed by const reference and which are passed by value. Note that references can't be used as out-parameters (to return multiple values to JS). This hasn't worked before either and probably never will. This was SVN commit r17696.
54 lines
2 KiB
C++
54 lines
2 KiB
C++
/* Copyright (C) 2014 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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#ifndef INCLUDED_JSINTERFACE_RENDERER
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#define INCLUDED_JSINTERFACE_RENDERER
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#include "scriptinterface/ScriptInterface.h"
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#define DECLARE_BOOLEAN_SCRIPT_SETTING(NAME) \
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bool Get##NAME##Enabled(ScriptInterface::CxPrivate* pCxPrivate); \
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void Set##NAME##Enabled(ScriptInterface::CxPrivate* pCxPrivate, bool Enabled);
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namespace JSI_Renderer
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{
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std::string GetRenderPath(ScriptInterface::CxPrivate* pCxPrivate);
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void SetRenderPath(ScriptInterface::CxPrivate* pCxPrivate, const std::string& name);
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DECLARE_BOOLEAN_SCRIPT_SETTING(Shadows);
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DECLARE_BOOLEAN_SCRIPT_SETTING(ShadowPCF);
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DECLARE_BOOLEAN_SCRIPT_SETTING(Particles);
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DECLARE_BOOLEAN_SCRIPT_SETTING(PreferGLSL);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterUgly);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterFancyEffects);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterRealDepth);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterReflection);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterRefraction);
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DECLARE_BOOLEAN_SCRIPT_SETTING(WaterShadows);
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DECLARE_BOOLEAN_SCRIPT_SETTING(Silhouettes);
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DECLARE_BOOLEAN_SCRIPT_SETTING(ShowSky);
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DECLARE_BOOLEAN_SCRIPT_SETTING(SmoothLOS);
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DECLARE_BOOLEAN_SCRIPT_SETTING(Postproc);
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DECLARE_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
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void RegisterScriptFunctions(ScriptInterface& scriptInterface);
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}
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#undef DECLARE_BOOLEAN_SCRIPT_SETTING
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#endif
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