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#region = = = = = = = = = = = = = = = = = = Copyright ( c ) 2022 Boris Iwanski
/ *
* This program 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 3 of the License , or
* ( at your option ) any later version .
*
* This program 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 this program . If not , see < http : //www.gnu.org/licenses/>.
* /
#endregion
#region = = = = = = = = = = = = = = = = = = Namespaces
using System ;
using System.Collections.Generic ;
using System.Dynamic ;
using System.Linq ;
using System.Text ;
using System.Threading.Tasks ;
using System.Windows.Forms ;
using Jint ;
using Jint.Runtime.Interop ;
#endregion
namespace CodeImp.DoomBuilder.UDBScript.Wrapper
{
internal class UDBWrapper
{
#region = = = = = = = = = = = = = = = = = = Variables
private GameConfigurationWrapper gameconfiguration ;
private TypeReference queryoptions ;
private ExpandoObject scriptoptions ;
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private Angle2DWrapper angle2d ;
private DataWrapper data ;
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private TypeReference line2d ;
private MapWrapper map ;
private TypeReference univalue ;
private TypeReference vector2d ;
private TypeReference vector3d ;
private TypeReference linedef ;
private TypeReference sector ;
private TypeReference sidedef ;
private TypeReference thing ;
private TypeReference vertex ;
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// Version 5
private TypeReference plane ;
private TypeReference blockmap ;
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private IProgress < int > progress ;
private IProgress < string > status ;
private IProgress < string > logger ;
#endregion
#region = = = = = = = = = = = = = = = = = = Properties
/// <summary>
/// Class containing methods related to the game configuration. See [GameConfiguration](GameConfiguration.md) for more information.
/// </summary>
public GameConfigurationWrapper GameConfiguration
{
get
{
return gameconfiguration ;
}
}
/// <summary>
/// Class containing methods and properties related to querying options from the user at runtime. See [QueryOptions](QueryOptions.md) for more information.
/// </summary>
public TypeReference QueryOptions
{
get
{
return queryoptions ;
}
}
/// <summary>
/// Object containing the script options. See [Setting script options](gettingstarted.md#setting-script-options).
/// </summary>
public ExpandoObject ScriptOptions
{
get
{
return scriptoptions ;
}
}
/// <summary>
/// Class containing methods related to angles. See [Angle2D](Angle2D.md) for more information.
/// ```js
/// let rad = UDB.Angle2D.degToRad(46);
/// ```
/// </summary>
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public Angle2DWrapper Angle2D
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{
get
{
return angle2d ;
}
}
/// <summary>
/// Class containing methods related to the game data. See [Data](Data.md) for more information.
/// ```js
/// let hasfireblu = UDB.Data.textureExists('FIREBLU1');
/// ```
/// </summary>
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public DataWrapper Data
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{
get
{
return data ;
}
}
/// <summary>
/// Instantiable class that contains methods related to two-dimensional lines. See [Line2D](Line2D.md) for more information.
/// ```js
/// let line = new UDB.Line2D([ 32, 64 ], [ 96, 128 ]);
/// ```
/// </summary>
public TypeReference Line2D
{
get
{
return line2d ;
}
}
/// <summary>
/// Object containing methods related to the map. See [Map](Map.md) for more information.
/// ```js
/// let sectors = UDB.Map.getSelectedOrHighlightedSectors();
/// ```
/// </summary>
public MapWrapper Map
{
get
{
return map ;
}
}
/// <summary>
/// The `UniValue` class. Is only needed when trying to assign integer values to UDMF fields.
/// ```js
/// s.fields.user_myintfield = new UDB.UniValue(0, 25);
/// ```
/// </summary>
public TypeReference UniValue
{
get
{
return univalue ;
}
}
/// <summary>
/// Instantiable class that contains methods related to two-dimensional vectors. See [Vector2D](Vector2D.md) for more information.
/// ```js
/// let v = new UDB.Vector2D(32, 64);
/// ```
/// </summary>
public TypeReference Vector2D
{
get
{
return vector2d ;
}
}
/// <summary>
/// Instantiable class that contains methods related to three-dimensional vectors. See [Vector3D](Vector3D.md) for more information.
/// ```js
/// let v = new UDB.Vector3D(32, 64, 128);
/// ```
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/// </summary>
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public TypeReference Vector3D
{
get
{
return vector3d ;
}
}
public TypeReference Linedef { get { return linedef ; } }
public TypeReference Sector { get { return sector ; } }
public TypeReference Sidedef { get { return sidedef ; } }
public TypeReference Thing { get { return thing ; } }
public TypeReference Vertex { get { return vertex ; } }
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/// <summary>
/// Instantiable class that contains methods related to a three-dimensional Plane. See [Plane](Plane.md) for more information.
/// </summary>
[UDBScriptSettings(MinVersion = 5)]
public TypeReference Plane
{
get
{
return plane ;
}
}
/// <summary>
/// Instantiable class that contains methods related to blockmaps. See [BlockMap][BlockMap.md) for more information.
/// </summary>
[UDBScriptSettings(MinVersion = 5)]
public TypeReference BlockMap
{
get
{
return blockmap ;
}
}
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#endregion
#region = = = = = = = = = = = = = = = = = = Constructors
internal UDBWrapper ( Engine engine , ScriptInfo scriptinfo , IProgress < int > progress , IProgress < string > status , IProgress < string > logger )
{
gameconfiguration = new GameConfigurationWrapper ( ) ;
queryoptions = TypeReference . CreateTypeReference ( engine , typeof ( QueryOptions ) ) ;
scriptoptions = scriptinfo . GetScriptOptionsObject ( ) ;
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angle2d = new Angle2DWrapper ( ) ;
data = new DataWrapper ( ) ;
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line2d = TypeReference . CreateTypeReference ( engine , typeof ( Line2DWrapper ) ) ;
map = new MapWrapper ( ) ;
univalue = TypeReference . CreateTypeReference ( engine , typeof ( CodeImp . DoomBuilder . Map . UniValue ) ) ;
vector2d = TypeReference . CreateTypeReference ( engine , typeof ( Vector2DWrapper ) ) ;
vector3d = TypeReference . CreateTypeReference ( engine , typeof ( Vector3DWrapper ) ) ;
// These can not be directly instanciated and don't have static method, but it's required to
// for example use "instanceof" in scripts
linedef = TypeReference . CreateTypeReference ( engine , typeof ( LinedefWrapper ) ) ;
sector = TypeReference . CreateTypeReference ( engine , typeof ( SectorWrapper ) ) ;
sidedef = TypeReference . CreateTypeReference ( engine , typeof ( SidedefWrapper ) ) ;
thing = TypeReference . CreateTypeReference ( engine , typeof ( ThingWrapper ) ) ;
vertex = TypeReference . CreateTypeReference ( engine , typeof ( VertexWrapper ) ) ;
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// Version 5
plane = TypeReference . CreateTypeReference ( engine , typeof ( PlaneWrapper ) ) ;
blockmap = TypeReference . CreateTypeReference ( engine , typeof ( BlockMapWrapper ) ) ;
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this . progress = progress ;
this . status = status ;
this . logger = logger ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
/// <summary>
/// Set the progress of the script in percent. Value can be between 0 and 100. Also shows the script running dialog.
/// </summary>
/// <param name="value">Number between 0 and 100</param>
public void setProgress ( int value )
{
progress . Report ( value ) ;
}
/ *
public void setStatus ( string text )
{
status . Report ( text ) ;
}
* /
/// <summary>
/// Adds a line to the script log. Also shows the script running dialog.
/// </summary>
/// <param name="text">Line to add to the script log</param>
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public void log ( object text )
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{
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if ( text = = null )
return ;
logger . Report ( text . ToString ( ) ) ;
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}
/// <summary>
/// Shows a message box with an "OK" button.
/// </summary>
/// <param name="message">Message to show</param>
public void showMessage ( object message )
{
BuilderPlug . Me . ScriptRunnerForm . InvokePaused ( new Action ( ( ) = > {
if ( message = = null )
message = string . Empty ;
MessageForm mf = new MessageForm ( "OK" , null , message . ToString ( ) ) ;
DialogResult result = mf . ShowDialog ( ) ;
if ( result = = DialogResult . Abort )
throw new UserScriptAbortException ( ) ;
} ) ) ;
}
/// <summary>
/// Shows a message box with an "Yes" and "No" button.
/// </summary>
/// <param name="message">Message to show</param>
/// <returns>true if "Yes" was clicked, false if "No" was clicked</returns>
public bool showMessageYesNo ( object message )
{
return ( bool ) BuilderPlug . Me . ScriptRunnerForm . InvokePaused ( new Func < bool > ( ( ) = >
{
if ( message = = null )
message = string . Empty ;
MessageForm mf = new MessageForm ( "Yes" , "No" , message . ToString ( ) ) ;
DialogResult result = mf . ShowDialog ( ) ;
if ( result = = DialogResult . Abort )
throw new UserScriptAbortException ( ) ;
return result = = DialogResult . OK ;
} ) ) ;
}
/// <summary>
/// Exist the script prematurely without undoing its changes.
/// </summary>
/// <param name="s">Text to show in the status bar (optional)</param>
public void exit ( string s = null )
{
if ( string . IsNullOrEmpty ( s ) )
throw new ExitScriptException ( ) ;
throw new ExitScriptException ( s ) ;
}
/// <summary>
/// Exist the script prematurely with undoing its changes.
/// </summary>
/// <param name="s">Text to show in the status bar (optional)</param>
public void die ( string s = null )
{
if ( string . IsNullOrEmpty ( s ) )
throw new DieScriptException ( ) ;
throw new DieScriptException ( s ) ;
}
#endregion
}
}