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/* Copyright (C) 2021 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());
}
std::string GetRenderDebugMode()
{
return RenderDebugModeEnum::ToString(g_RenderingOptions.GetRenderDebugMode()).c_str();
}
void SetRenderDebugMode(const std::string& mode)
{
g_RenderingOptions.SetRenderDebugMode(RenderDebugModeEnum::FromString(mode));
}
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");
ScriptFunction::Register<&GetRenderDebugMode>(rq, "Renderer_GetRenderDebugMode");
ScriptFunction::Register<&SetRenderDebugMode>(rq, "Renderer_SetRenderDebugMode");
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayFrustum);
REGISTER_BOOLEAN_SCRIPT_SETTING(DisplayShadowsFrustum);
}
#undef REGISTER_BOOLEAN_SCRIPT_SETTING
}
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