File: LuaUI.h

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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef LUA_UI_H
#define LUA_UI_H

#include <string>
#include <vector>
#include <map>

#include "LuaHandle.h"


class CUnit;
class CFeature;
struct Command;
struct lua_State;
struct SCommandDescription;
class LuaLobby;


class CLuaUI : public CLuaHandle
{
	friend class LuaLobby;

	public: // structs
		enum QueuedAction {
			ACTION_RELOAD  =  0,
			ACTION_DISABLE =  1,
			ACTION_NOVALUE = -1,
		};

		struct ReStringPair {
			int cmdIndex;
			string texture;
		};

		struct ReParamsPair {
			int cmdIndex;
			map<int, string> params;
		};

	public:
		void QueueAction(const QueuedAction action) { queuedAction = action; }
		void CheckAction() {
			switch (queuedAction) {
				case ACTION_RELOAD:  { ReloadHandler(); } break;
				case ACTION_DISABLE: {   FreeHandler(); } break;
				default:             {                  } break;
			}
		}

		static bool ReloadHandler() { return (FreeHandler(), LoadFreeHandler()); } // NOTE the ','
		static bool LoadFreeHandler() { return (LoadHandler() || FreeHandler()); }

		static bool LoadHandler();
		static bool FreeHandler();

		static void UpdateTeams();

	public: // call-ins
		bool HasCallIn(lua_State* L, const string& name);

		bool LayoutButtons(int& xButtons, int& yButtons,
		                   const vector<SCommandDescription>& cmds,
		                   vector<int>& removeCmds,
		                   vector<SCommandDescription>& customCmds,
		                   vector<int>& onlyTextureCmds,
		                   vector<ReStringPair>& reTextureCmds,
		                   vector<ReStringPair>& reNamedCmds,
		                   vector<ReStringPair>& reTooltipCmds,
		                   vector<ReParamsPair>& reParamsCmds,
		                   map<int, int>& iconList,
		                   string& menuName);

		bool ConfigCommand(const string& command);

		void ShockFront(const float3& pos, float power, float areaOfEffect, const float* distMod = NULL);

	protected:
		CLuaUI();
		virtual ~CLuaUI();

		string LoadFile(const string& name, const std::string& mode) const;

		bool LoadCFunctions(lua_State* L);
		void InitLuaSocket(lua_State* L);

		bool BuildCmdDescTable(lua_State* L, const vector<SCommandDescription>& cmds);
		bool GetLuaIntMap(lua_State* L, int index, map<int, int>& intList);
		bool GetLuaIntList(lua_State* L, int index, vector<int>& intList);
		bool GetLuaReStringList(lua_State* L, int index, vector<ReStringPair>& reStringCmds);
		bool GetLuaReParamsList(lua_State* L, int index, vector<ReParamsPair>& reParamsCmds);
		bool GetLuaCmdDescList(lua_State* L, int index,  vector<SCommandDescription>& customCmds);

	protected:
		QueuedAction queuedAction;

		bool haveShockFront;
		float shockFrontMinArea;
		float shockFrontMinPower;
		float shockFrontDistAdj;

	private: // call-outs
		static int SetShockFrontFactors(lua_State* L);
};


extern CLuaUI* luaUI;


#endif /* LUA_UI_H */