1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109
|
/* 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 "LuaHandle.h"
#include "System/UnorderedMap.hpp"
class CUnit;
class CFeature;
struct Command;
struct lua_State;
struct SCommandDescription;
class CLuaUI : public CLuaHandle
{
public: // structs
enum QueuedAction {
ACTION_RELOAD = 0,
ACTION_DISABLE = 1,
ACTION_NOVALUE = -1,
};
struct ReStringPair {
int cmdIndex;
string texture;
};
struct ReParamsPair {
int cmdIndex;
spring::unordered_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 CanLoadHandler() { return true; }
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,
spring::unordered_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, spring::unordered_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 */
|