Simplify GUI/simulation interface

This was SVN commit r7286.
This commit is contained in:
Ykkrosh
2010-01-25 22:31:43 +00:00
parent 953fb41c82
commit 3f1dfce41b
7 changed files with 60 additions and 94 deletions
+5 -57
View File
@@ -108,44 +108,6 @@ static jsval CloneValueBetweenContexts(JSContext* cxFrom, JSContext* cxTo, jsval
return JSVAL_VOID;
}
CScriptVal GetSimulationState(void* cbdata)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (!g_UseSimulation2 || !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 && g_Game->GetLocalPlayer())
player = g_Game->GetLocalPlayer()->GetPlayerID();
return CloneValueBetweenContexts(sim->GetScriptInterface().GetContext(), guiManager->GetScriptInterface().GetContext(), gui->GetSimulationState(player).get());
}
CScriptVal GetEntityState(void* cbdata, entity_id_t ent)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
if (!g_UseSimulation2 || !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 && g_Game->GetLocalPlayer())
player = g_Game->GetLocalPlayer()->GetPlayerID();
return CloneValueBetweenContexts(sim->GetScriptInterface().GetContext(), guiManager->GetScriptInterface().GetContext(), gui->GetEntityState(player, ent).get());
}
CScriptVal GuiInterfaceCall(void* cbdata, std::string name, CScriptVal data)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
@@ -158,27 +120,16 @@ CScriptVal GuiInterfaceCall(void* cbdata, std::string name, CScriptVal data)
if (gui.null())
return JSVAL_VOID;
int player = -1;
if (g_Game && g_Game->GetLocalPlayer())
player = g_Game->GetLocalPlayer()->GetPlayerID();
JSContext* cxGui = guiManager->GetScriptInterface().GetContext();
JSContext* cxSim = sim->GetScriptInterface().GetContext();
CScriptVal ret = gui->ScriptCall(name, CloneValueBetweenContexts(cxGui, cxSim, data.get()));
CScriptVal ret = gui->ScriptCall(player, name, CloneValueBetweenContexts(cxGui, cxSim, data.get()));
return CloneValueBetweenContexts(cxSim, cxGui, ret.get());
}
void SetEntitySelectionHighlight(void* UNUSED(cbdata), entity_id_t ent, CColor color)
{
if (!g_UseSimulation2 || !g_Game)
return;
CSimulation2* sim = g_Game->GetSimulation2();
debug_assert(sim);
CmpPtr<ICmpGuiInterface> gui(*sim, SYSTEM_ENTITY);
if (gui.null())
return;
// TODO: stop duplicating all this prolog code
gui->SetSelectionHighlight(ent, color);
}
void PostNetworkCommand(void* cbdata, CScriptVal cmd)
{
CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
@@ -226,9 +177,6 @@ void GuiScriptingInit(ScriptInterface& scriptInterface)
// Simulation<->GUI interface functions:
scriptInterface.RegisterFunction<bool, &IsNewSimulation>("IsNewSimulation");
scriptInterface.RegisterFunction<CScriptVal, &GetSimulationState>("GetSimulationState");
scriptInterface.RegisterFunction<CScriptVal, entity_id_t, &GetEntityState>("GetEntityState");
scriptInterface.RegisterFunction<void, entity_id_t, CColor, &SetEntitySelectionHighlight>("SetEntitySelectionHighlight");
scriptInterface.RegisterFunction<CScriptVal, std::string, CScriptVal, &GuiInterfaceCall>("GuiInterfaceCall");
scriptInterface.RegisterFunction<void, CScriptVal, &PostNetworkCommand>("PostNetworkCommand");