Index: ps/trunk/source/graphics/scripting/JSInterface_GameView.cpp =================================================================== --- ps/trunk/source/graphics/scripting/JSInterface_GameView.cpp (revision 24949) +++ ps/trunk/source/graphics/scripting/JSInterface_GameView.cpp (revision 24950) @@ -1,177 +1,174 @@ /* 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 . */ #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::CmptPrivate* UNUSED(pCmptPrivate)) \ { \ 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::CmptPrivate* UNUSED(pCmptPrivate), 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("GameView_Get" #NAME "Enabled"); \ scriptInterface.RegisterFunction("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::CmptPrivate* pCmptPrivate) { ScriptRequest rq(pCmptPrivate->pScriptInterface); 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::CmptPrivate* UNUSED(pCmptPrivate), 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::CmptPrivate* UNUSED(pCmptPrivate), float x, float y, float z) { if (!g_Game || !g_Game->GetView()) return; g_Game->GetView()->MoveCameraTarget(CVector3D(x, y, z)); } /** * Set the data (position, orientation and zoom) of the camera. */ void JSI_GameView::SetCameraData(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), 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()) + if (!g_Game || !g_Game->GetView()) return; - CVector3D Pos = CVector3D(x.ToFloat(), y.ToFloat(), z.ToFloat()); - float RotX = rotx.ToFloat(); - float RotY = roty.ToFloat(); - float Zoom = zoom.ToFloat(); + CVector3D pos(x.ToFloat(), y.ToFloat(), z.ToFloat()); - g_Game->GetView()->SetCamera(Pos, RotX, RotY, Zoom); + g_Game->GetView()->SetCamera(pos, rotx.ToFloat(), roty.ToFloat(), zoom.ToFloat()); } /** * Start / stop camera following mode. * @param entityid unit id to follow. If zero, stop following mode */ void JSI_GameView::CameraFollow(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), 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::CmptPrivate* UNUSED(pCmptPrivate), entity_id_t entityid) { if (!g_Game || !g_Game->GetView()) return; g_Game->GetView()->FollowEntity(entityid, true); } entity_id_t JSI_GameView::GetFollowedEntity(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate)) { if (!g_Game || !g_Game->GetView()) return INVALID_ENTITY; return g_Game->GetView()->GetFollowedEntity(); } CFixedVector3D JSI_GameView::GetTerrainAtScreenPoint(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), 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("GetCameraPivot"); scriptInterface.RegisterFunction("CameraMoveTo"); scriptInterface.RegisterFunction("SetCameraTarget"); scriptInterface.RegisterFunction("SetCameraData"); scriptInterface.RegisterFunction("CameraFollow"); scriptInterface.RegisterFunction("CameraFollowFPS"); scriptInterface.RegisterFunction("GetFollowedEntity"); scriptInterface.RegisterFunction("GetTerrainAtScreenPoint"); }