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CrySystem/ScriptObjectSystem.h
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188
CrySystem/ScriptObjectSystem.h
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// ScriptObjectSystem.h: interface for the CScriptObjectSystem class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SCRIPTOBJECTSYSTEM_H__AE30A606_B76F_45EA_8187_B97044772DD0__INCLUDED_)
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#define AFX_SCRIPTOBJECTSYSTEM_H__AE30A606_B76F_45EA_8187_B97044772DD0__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include <IScriptSystem.h>
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#include <_ScriptableEx.h>
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struct ISystem;
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struct ILog;
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struct ISoundSystem;
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struct IRenderer;
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struct IConsole;
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struct IInput;
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struct ITimer;
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struct IEntitySystem;
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struct I3DEngine;
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class IPhysicalWorld;
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/*! This class implements script-functions for exposing the System functionalities
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REMARKS:
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this object doesn't have a global mapping(is not present as global variable into the script state)
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IMPLEMENTATIONS NOTES:
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These function will never be called from C-Code. They're script-exclusive.
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*/
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class CScriptObjectSystem :
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public _ScriptableEx<CScriptObjectSystem>
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{
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public:
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CScriptObjectSystem();
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virtual ~CScriptObjectSystem();
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void Init(IScriptSystem *pScriptSystem,ISystem *pSystem);
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public:
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int CreateDownload(IFunctionHandler *pH);
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int LoadFont(IFunctionHandler *pH); //string (return void)
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int ExecuteCommand(IFunctionHandler *pH); //string (return void)
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int LogToConsole(IFunctionHandler *pH); //string (return void)
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int ClearConsole(IFunctionHandler *pH); // void (return void)
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int GetConsoleKeyName(IFunctionHandler *pH); // void (return string)
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int Log(IFunctionHandler *pH); // void (string))
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int LogAlways(IFunctionHandler *pH); // void (string))
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int Warning(IFunctionHandler *pH); //string (return void)
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int Error(IFunctionHandler *pH); //string (return void)
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int GetCurrTime(IFunctionHandler *pH); //void (return float)
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int GetCurrAsyncTime(IFunctionHandler *pH); //void (return float)
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int GetFrameTime(IFunctionHandler *pH); //void (return float)
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int GetLocalOSTime(IFunctionHandler *pH); //void (return float)
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int ShowConsole(IFunctionHandler *pH); //int (return void)
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// int PostMessage(IFunctionHandler *pH); //string (return void)
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int GetEntity(IFunctionHandler *pH); //int (return obj)
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int GetEntities(IFunctionHandler *pH); //int (return obj[])
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int GetEntitiesInRadius(IFunctionHandler *pH); // table of entities
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int GetTeamMembers(IFunctionHandler *pH); // table of entities
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int GetEntityByName(IFunctionHandler *pH); //char * (return obj)
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int LoadAnimatedTexture(IFunctionHandler *pH); //char *,int (return int)
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int LoadTexture(IFunctionHandler *pH); //char *, int (return int)
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int LoadObject(IFunctionHandler *pH);
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int DrawSprite(IFunctionHandler *pH); //char * vector int(return int)
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int DrawLabelImage(IFunctionHandler *pH); //Vec3d,float,int (return void)
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int DeformTerrain(IFunctionHandler *pH);//Vector,float,int(return void)
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int ScreenToTexture(IFunctionHandler *pH); //void(return void)
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int LoadImage(IFunctionHandler *pH); //const char* (return int)
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int FreeImage(IFunctionHandler *pH); //int (return int)
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int DrawTriStrip(IFunctionHandler *pH);
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int DrawLine(IFunctionHandler *pH);
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int Draw2DLine(IFunctionHandler *pH);
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int DrawImage(IFunctionHandler *pH); //int,int,int,int,int,int (return void)
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int DrawImageColor(IFunctionHandler *pH); //int,int,int,int,int,int,float,float,float,float (return void)
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int DrawImageColorCoords(IFunctionHandler *pH); //int,int,int,int,int,int,float,float,float,float, float, float, float, float (return void)
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int DrawImageCoords(IFunctionHandler *pH); //int,int,int,int,int,int,float,float,float,float, float, float, float, float (return void)
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int SetWorldColorRatio(IFunctionHandler *pH); //float
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int SetGammaDelta(IFunctionHandler *pH); //float
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int DrawRectShader(IFunctionHandler *pH); //const char*,int,int,int,int
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int SetScreenShader(IFunctionHandler *pH);//const char*
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// tiago: added
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int SetScreenFx(IFunctionHandler *pH);//const char*, int
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int SetScreenFxParamInt(IFunctionHandler *pH);//const char*, const char*, int
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int SetScreenFxParamFloat(IFunctionHandler *pH);//const char*, const char*, float
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int GetScreenFx(IFunctionHandler *pH);//const char*
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int GetScreenFxParamInt(IFunctionHandler *pH);//const char*, const char*
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int GetScreenFxParamFloat(IFunctionHandler *pH);//const char*, const char*
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int SetScissor(IFunctionHandler *pH);//int, int, int, int
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// CW: added for script based system analysis
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int GetCPUQuality( IFunctionHandler *pH );
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int GetGPUQuality( IFunctionHandler *pH );
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int GetSystemMem( IFunctionHandler *pH );
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int GetVideoMem( IFunctionHandler *pH );
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int IsPS20Supported( IFunctionHandler *pH );
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int IsHDRSupported( IFunctionHandler *pH );
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int RemoveEntity(IFunctionHandler *pH); //int (return void)
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int SpawnEntity(IFunctionHandler *pH); //int (return int)
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int ActivateLight(IFunctionHandler *pH); //name, activate
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// int ActivateMainLight(IFunctionHandler *pH); //pos, activate
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int SetSkyBox(IFunctionHandler *pH); //szShaderName, fBlendTime, bUseWorldBrAndColor
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int SetWaterVolumeOffset(IFunctionHandler *pH); //szShaderName, fBlendTime, bUseWorldBrAndColor
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int MeasureTime(IFunctionHandler *pH);
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int IsValidMapPos(IFunctionHandler *pH);
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int EnableMainView(IFunctionHandler *pH);
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int EnableOceanRendering(IFunctionHandler *pH); // int
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int ScanDirectory(IFunctionHandler *pH);
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int DebugStats(IFunctionHandler *pH);
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int ViewDistanceSet(IFunctionHandler *pH);
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int ViewDistanceGet(IFunctionHandler *pH);
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int SetFogEnd(IFunctionHandler *pH);
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int SetFogStart(IFunctionHandler *pH);
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int SetFogColor(IFunctionHandler *pH);
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int GetFogEnd(IFunctionHandler *pH);
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int GetFogStart(IFunctionHandler *pH);
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int GetFogColor(IFunctionHandler *pH);
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int GetWorldColor(IFunctionHandler *pH);
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int SetWorldColor(IFunctionHandler *pH);
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int GetOutdoorAmbientColor(IFunctionHandler *pH);
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int SetOutdoorAmbientColor(IFunctionHandler *pH);
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int SetBFCount(IFunctionHandler *pH);
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int GetBFCount(IFunctionHandler *pH);
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int SetGrasshopperCount(IFunctionHandler *pH);
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int GetGrasshopperCount(IFunctionHandler *pH);
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int SetGrasshopperCGF(IFunctionHandler *pH);
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int GetTerrainElevation(IFunctionHandler *pH);
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int SetSkyFade(IFunctionHandler *pH);
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// int SetIndoorColor(IFunctionHandler *pH);
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int ActivatePortal(IFunctionHandler *pH);
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int DumpMMStats(IFunctionHandler *pH);
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int EnumAAFormats(IFunctionHandler *pH);
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int EnumDisplayFormats(IFunctionHandler *pH);
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int IsPointIndoors(IFunctionHandler *pH);
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int SetConsoleImage(IFunctionHandler *pH);
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int ProjectToScreen(IFunctionHandler *pH);
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int EnableHeatVision(IFunctionHandler *pH);
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int ShowDebugger(IFunctionHandler *pH);
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int FrameProfiler(IFunctionHandler *pH);
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int DumpMemStats (IFunctionHandler *pH);
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int DumpWinHeaps (IFunctionHandler *pH);
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int Break(IFunctionHandler *pH);
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int DumpCommandsVars(IFunctionHandler *pH);
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int GetViewCameraPos(IFunctionHandler *pH);
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int RayWorldIntersection(IFunctionHandler *pH);
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int RayTraceCheck(IFunctionHandler *pH);
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int BrowseURL(IFunctionHandler *pH);
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int IsDevModeEnable(IFunctionHandler* pH);
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int SaveConfiguration(IFunctionHandler *pH);
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int SetSystemShaderRenderFlags(IFunctionHandler *pH);
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static void InitializeTemplate(IScriptSystem *pSS);
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static void ReleaseTemplate();
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private:
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ISystem * m_pSystem;
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ILog * m_pLog;
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ISoundSystem * m_pSoundSytem;
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IRenderer * m_pRenderer;
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IConsole * m_pConsole;
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ITimer * m_pTimer;
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IEntitySystem * m_pEntitySystem;
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I3DEngine * m_p3DEngine;
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IPhysicalWorld * m_pPhysicalWorld;
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ICVar *e_deformable_terrain; //!< the Cvar is created in cry3dengine, this is just a pointer
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//log a tring to console and/or to disk with support for different languages
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void LogString(IFunctionHandler *pH,bool bToConsoleOnly);
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//Vlad is too lazy to add this to 3DEngine - so I have to put it here. It should
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//not be here, but I have to put it somewhere.....
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float m_SkyFadeStart; // when fogEnd less - start to fade sky to fog
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float m_SkyFadeEnd; // when fogEnd less - no sky, just fog
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static IScriptObject *m_pScriptTimeTable;
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public:
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int ApplyForceToEnvironment(IFunctionHandler * pH);
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//int IndoorSoundAllowed(IFunctionHandler * pH);
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//int ApplyStormToEnvironment(IFunctionHandler * pH);
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};
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#endif // !defined(AFX_SCRIPTOBJECTSYSTEM_H__AE30A606_B76F_45EA_8187_B97044772DD0__INCLUDED_)
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