template<> jsval ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, SDL_Event_ const& val) { const char* typeName; switch (val.ev.type) { case SDL_ACTIVEEVENT: typeName = "activeevent"; break; case SDL_KEYDOWN: typeName = "keydown"; break; case SDL_KEYUP: typeName = "keyup"; break; case SDL_MOUSEMOTION: typeName = "mousemotion"; break; case SDL_MOUSEBUTTONDOWN: typeName = "mousebuttondown"; break; case SDL_MOUSEBUTTONUP: typeName = "mousebuttonup"; break; case SDL_QUIT: typeName = "quit"; break; case SDL_VIDEOEXPOSE: typeName = "videoexpose"; break; case SDL_VIDEORESIZE: typeName = "videoresize"; break; case SDL_HOTKEYDOWN: typeName = "hotkeydown"; break; case SDL_HOTKEYUP: typeName = "hotkeyup"; break; default: typeName = "(unknown)"; break; } JSObject* obj = JS_NewObject(cx, NULL, NULL, NULL); if (! obj) return JSVAL_VOID; SET(obj, "type", typeName); switch (val.ev.type) { case SDL_ACTIVEEVENT: { SET(obj, "gain", (int)val.ev.active.gain); SET(obj, "state", (int)val.ev.active.state); break; } case SDL_KEYDOWN: case SDL_KEYUP: { // SET(obj, "which", (int)val.ev.key.which); // (not in wsdl.h) // SET(obj, "state", (int)val.ev.key.state); // (not in wsdl.h) JSObject* keysym = JS_NewObject(cx, NULL, NULL, NULL); if (! keysym) return JSVAL_VOID; jsval keysymVal = OBJECT_TO_JSVAL(keysym); JS_SetProperty(cx, obj, "keysym", &keysymVal); // SET(keysym, "scancode", (int)val.ev.key.keysym.scancode); // (not in wsdl.h) SET(keysym, "sym", (int)val.ev.key.keysym.sym); // SET(keysym, "mod", (int)val.ev.key.keysym.mod); // (not in wsdl.h) if (val.ev.key.keysym.unicode) { std::wstring unicode(1, (wchar_t)val.ev.key.keysym.unicode); SET(keysym, "unicode", unicode); } else { SET(keysym, "unicode", CScriptVal(JSVAL_VOID)); } // TODO: scripts have no idea what all the key/mod enum values are; // we should probably expose them as constants if we expect scripts to use them break; } case SDL_MOUSEMOTION: { // SET(obj, "which", (int)val.ev.motion.which); // (not in wsdl.h) // SET(obj, "state", (int)val.ev.motion.state); // (not in wsdl.h) SET(obj, "x", (int)val.ev.motion.x); SET(obj, "y", (int)val.ev.motion.y); // SET(obj, "xrel", (int)val.ev.motion.xrel); // (not in wsdl.h) // SET(obj, "yrel", (int)val.ev.motion.yrel); // (not in wsdl.h) break; } case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { // SET(obj, "which", (int)val.ev.button.which); // (not in wsdl.h) SET(obj, "button", (int)val.ev.button.button); SET(obj, "state", (int)val.ev.button.state); SET(obj, "x", (int)val.ev.button.x); SET(obj, "y", (int)val.ev.button.y); break; } case SDL_HOTKEYDOWN: case SDL_HOTKEYUP: { SET(obj, "hotkey", static_cast<const char*>(val.ev.user.data1)); break; } } jsval rval = OBJECT_TO_JSVAL(obj); return rval; }
bool Autostart(const CmdLineArgs& args) { /* * Handle various command-line options, for quick testing of various features: * -autostart=name -- map name for scenario, or rms name for random map * -autostart-ai=1:dummybot -- adds the dummybot AI to player 1 * -autostart-playername=name -- multiplayer player name * -autostart-host -- multiplayer host mode * -autostart-players=2 -- number of players * -autostart-client -- multiplayer client mode * -autostart-ip=127.0.0.1 -- multiplayer connect to 127.0.0.1 * -autostart-random=104 -- random map, optional seed value = 104 (default is 0, random is -1) * -autostart-size=192 -- random map size in tiles = 192 (default is 192) * * Examples: * -autostart=Acropolis -autostart-host -autostart-players=2 -- Host game on Acropolis map, 2 players * -autostart=latium -autostart-random=-1 -- Start single player game on latium random map, random rng seed */ CStr autoStartName = args.Get("autostart"); #if OS_ANDROID // HACK: currently the most convenient way to test maps on Android; // should find a better solution autoStartName = "Oasis"; #endif if (autoStartName.empty()) { return false; } g_Game = new CGame(); ScriptInterface& scriptInterface = g_Game->GetSimulation2()->GetScriptInterface(); CScriptValRooted attrs; scriptInterface.Eval("({})", attrs); CScriptVal settings; scriptInterface.Eval("({})", settings); CScriptVal playerData; scriptInterface.Eval("([])", playerData); // Set different attributes for random or scenario game if (args.Has("autostart-random")) { CStr seedArg = args.Get("autostart-random"); // Default seed is 0 uint32 seed = 0; if (!seedArg.empty()) { if (seedArg.compare("-1") == 0) { // Random seed value seed = rand(); } else { seed = seedArg.ToULong(); } } // Random map definition will be loaded from JSON file, so we need to parse it std::wstring mapPath = L"maps/random/"; std::wstring scriptPath = mapPath + autoStartName.FromUTF8() + L".json"; CScriptValRooted scriptData = scriptInterface.ReadJSONFile(scriptPath); if (!scriptData.undefined() && scriptInterface.GetProperty(scriptData.get(), "settings", settings)) { // JSON loaded ok - copy script name over to game attributes std::wstring scriptFile; scriptInterface.GetProperty(settings.get(), "Script", scriptFile); scriptInterface.SetProperty(attrs.get(), "script", scriptFile); // RMS filename } else { // Problem with JSON file LOGERROR(L"Error reading random map script '%ls'", scriptPath.c_str()); throw PSERROR_Game_World_MapLoadFailed("Error reading random map script.\nCheck application log for details."); } // Get optional map size argument (default 192) uint mapSize = 192; if (args.Has("autostart-size")) { CStr size = args.Get("autostart-size"); mapSize = size.ToUInt(); } scriptInterface.SetProperty(attrs.get(), "map", std::string(autoStartName)); scriptInterface.SetProperty(attrs.get(), "mapPath", mapPath); scriptInterface.SetProperty(attrs.get(), "mapType", std::string("random")); scriptInterface.SetProperty(settings.get(), "Seed", seed); // Random seed scriptInterface.SetProperty(settings.get(), "Size", mapSize); // Random map size (in patches) // Get optional number of players (default 2) size_t numPlayers = 2; if (args.Has("autostart-players")) { CStr num = args.Get("autostart-players"); numPlayers = num.ToUInt(); } // Set up player data for (size_t i = 0; i < numPlayers; ++i) { CScriptVal player; scriptInterface.Eval("({})", player); // We could load player_defaults.json here, but that would complicate the logic // even more and autostart is only intended for developers anyway scriptInterface.SetProperty(player.get(), "Civ", std::string("athen")); scriptInterface.SetPropertyInt(playerData.get(), i, player); } } else { scriptInterface.SetProperty(attrs.get(), "map", std::string(autoStartName)); scriptInterface.SetProperty(attrs.get(), "mapType", std::string("scenario")); } // Set player data for AIs // attrs.settings = { PlayerData: [ { AI: ... }, ... ] }: if (args.Has("autostart-ai")) { std::vector<CStr> aiArgs = args.GetMultiple("autostart-ai"); for (size_t i = 0; i < aiArgs.size(); ++i) { // Instead of overwriting existing player data, modify the array CScriptVal player; if (!scriptInterface.GetPropertyInt(playerData.get(), i, player) || player.undefined()) { scriptInterface.Eval("({})", player); } int playerID = aiArgs[i].BeforeFirst(":").ToInt(); CStr name = aiArgs[i].AfterFirst(":"); scriptInterface.SetProperty(player.get(), "AI", std::string(name)); scriptInterface.SetPropertyInt(playerData.get(), playerID-1, player); } } // Add player data to map settings scriptInterface.SetProperty(settings.get(), "PlayerData", playerData); // Add map settings to game attributes scriptInterface.SetProperty(attrs.get(), "settings", settings); CScriptVal mpInitData; g_GUI->GetScriptInterface().Eval("({isNetworked:true, playerAssignments:{}})", mpInitData); g_GUI->GetScriptInterface().SetProperty(mpInitData.get(), "attribs", CScriptVal(g_GUI->GetScriptInterface().CloneValueFromOtherContext(scriptInterface, attrs.get()))); // Get optional playername CStrW userName = L"anonymous"; if (args.Has("autostart-playername")) { userName = args.Get("autostart-playername").FromUTF8(); } if (args.Has("autostart-host")) { InitPs(true, L"page_loading.xml", mpInitData.get()); size_t maxPlayers = 2; if (args.Has("autostart-players")) { maxPlayers = args.Get("autostart-players").ToUInt(); } g_NetServer = new CNetServer(maxPlayers); g_NetServer->UpdateGameAttributes(attrs.get(), scriptInterface); bool ok = g_NetServer->SetupConnection(); ENSURE(ok); g_NetClient = new CNetClient(g_Game); g_NetClient->SetUserName(userName); g_NetClient->SetupConnection("127.0.0.1"); } else if (args.Has("autostart-client")) { InitPs(true, L"page_loading.xml", mpInitData.get()); g_NetClient = new CNetClient(g_Game); g_NetClient->SetUserName(userName); CStr ip = "127.0.0.1"; if (args.Has("autostart-ip")) { ip = args.Get("autostart-ip"); } bool ok = g_NetClient->SetupConnection(ip); ENSURE(ok); } else { g_Game->SetPlayerID(1); g_Game->StartGame(attrs, ""); LDR_NonprogressiveLoad(); PSRETURN ret = g_Game->ReallyStartGame(); ENSURE(ret == PSRETURN_OK); InitPs(true, L"page_session.xml", JSVAL_VOID); } return true; }
template<> void ScriptInterface::ToJSVal<SDL_Event_>(JSContext* cx, JS::Value& ret, SDL_Event_ const& val) { JSAutoRequest rq(cx); const char* typeName; switch (val.ev.type) { #if SDL_VERSION_ATLEAST(2, 0, 0) case SDL_WINDOWEVENT: typeName = "windowevent"; break; #else case SDL_ACTIVEEVENT: typeName = "activeevent"; break; case SDL_VIDEOEXPOSE: typeName = "videoexpose"; break; case SDL_VIDEORESIZE: typeName = "videoresize"; break; #endif case SDL_KEYDOWN: typeName = "keydown"; break; case SDL_KEYUP: typeName = "keyup"; break; case SDL_MOUSEMOTION: typeName = "mousemotion"; break; case SDL_MOUSEBUTTONDOWN: typeName = "mousebuttondown"; break; case SDL_MOUSEBUTTONUP: typeName = "mousebuttonup"; break; case SDL_QUIT: typeName = "quit"; break; case SDL_HOTKEYDOWN: typeName = "hotkeydown"; break; case SDL_HOTKEYUP: typeName = "hotkeyup"; break; default: typeName = "(unknown)"; break; } JSObject* obj = JS_NewObject(cx, NULL, NULL, NULL); if (! obj) { ret = JSVAL_VOID; return; } SET(obj, "type", typeName); switch (val.ev.type) { #if !SDL_VERSION_ATLEAST(2, 0, 0) case SDL_ACTIVEEVENT: { SET(obj, "gain", (int)val.ev.active.gain); SET(obj, "state", (int)val.ev.active.state); break; } #endif case SDL_KEYDOWN: case SDL_KEYUP: { // SET(obj, "which", (int)val.ev.key.which); // (not in wsdl.h) // SET(obj, "state", (int)val.ev.key.state); // (not in wsdl.h) JSObject* keysym = JS_NewObject(cx, NULL, NULL, NULL); if (! keysym) { ret = JSVAL_VOID; return; } JS::RootedValue keysymVal(cx, JS::ObjectValue(*keysym)); JS_SetProperty(cx, obj, "keysym", keysymVal.address()); // SET(keysym, "scancode", (int)val.ev.key.keysym.scancode); // (not in wsdl.h) SET(keysym, "sym", (int)val.ev.key.keysym.sym); // SET(keysym, "mod", (int)val.ev.key.keysym.mod); // (not in wsdl.h) if (val.ev.key.keysym.unicode) { std::wstring unicode(1, (wchar_t)val.ev.key.keysym.unicode); SET(keysym, "unicode", unicode); } else { SET(keysym, "unicode", CScriptVal(JSVAL_VOID)); } // TODO: scripts have no idea what all the key/mod enum values are; // we should probably expose them as constants if we expect scripts to use them break; } case SDL_MOUSEMOTION: { // SET(obj, "which", (int)val.ev.motion.which); // (not in wsdl.h) // SET(obj, "state", (int)val.ev.motion.state); // (not in wsdl.h) SET(obj, "x", (int)val.ev.motion.x); SET(obj, "y", (int)val.ev.motion.y); // SET(obj, "xrel", (int)val.ev.motion.xrel); // (not in wsdl.h) // SET(obj, "yrel", (int)val.ev.motion.yrel); // (not in wsdl.h) break; } case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { // SET(obj, "which", (int)val.ev.button.which); // (not in wsdl.h) SET(obj, "button", (int)val.ev.button.button); SET(obj, "state", (int)val.ev.button.state); SET(obj, "x", (int)val.ev.button.x); SET(obj, "y", (int)val.ev.button.y); break; } case SDL_HOTKEYDOWN: case SDL_HOTKEYUP: { SET(obj, "hotkey", static_cast<const char*>(val.ev.user.data1)); break; } } ret = JS::ObjectValue(*obj); }