Files
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00

67 lines
2.0 KiB
C++

/* Copyright (C) 2026 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/>.
*/
#ifndef INCLUDED_SIMCONTEXT
#define INCLUDED_SIMCONTEXT
#include "lib/debug.h"
#include "simulation2/system/Entity.h"
class CComponentManager;
class CUnitManager;
class CTerrain;
namespace Script { class Interface; }
/**
* Contains pointers to various 'global' objects that are needed by the simulation code,
* to allow easy access without using real (evil) global variables.
*/
class CSimContext
{
public:
CSimContext(CTerrain* terrain = nullptr, CUnitManager* unitManager = nullptr);
~CSimContext();
CComponentManager& GetComponentManager() const;
void SetComponentManager(CComponentManager* man);
bool HasUnitManager() const;
CUnitManager& GetUnitManager() const;
CTerrain& GetTerrain() const;
Script::Interface& GetScriptInterface() const;
void SetSystemEntity(CEntityHandle ent) { m_SystemEntity = ent; }
CEntityHandle GetSystemEntity() const { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; }
/**
* Returns the player ID that the current display is being rendered for.
* Currently relies on g_Game being initialised (evil globals...)
*/
int GetCurrentDisplayedPlayer() const;
private:
CComponentManager* m_ComponentManager{nullptr};
CUnitManager* m_UnitManager;
CTerrain* m_Terrain;
CEntityHandle m_SystemEntity;
};
#endif // INCLUDED_SIMCONTEXT