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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 CommandDescription;
class LuaLobby;
class CLuaUI : public CLuaHandle
{
friend class LuaLobby;
public:
static void LoadHandler();
static void FreeHandler();
static void UpdateTeams();
static void Reload();
public: // structs
struct ReStringPair {
int cmdIndex;
string texture;
};
struct ReParamsPair {
int cmdIndex;
map<int, string> params;
};
public: // call-ins
bool HasCallIn(lua_State *L, const string& name);
bool UnsyncedUpdateCallIn(lua_State *L, const string& name);
void Shutdown();
bool HasLayoutButtons();
bool LayoutButtons(int& xButtons, int& yButtons,
const vector<CommandDescription>& cmds,
vector<int>& removeCmds,
vector<CommandDescription>& 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(float power, const float3& pos, float areaOfEffect, float *distadj = NULL);
public: // custom call-in
bool HasUnsyncedXCall(lua_State* srcState, const string& funcName);
int UnsyncedXCall(lua_State* srcState, const string& funcName);
void ExecuteUIEventBatch();
protected:
CLuaUI();
~CLuaUI();
string LoadFile(const string& filename) const;
bool LoadCFunctions(lua_State* L);
bool BuildCmdDescTable(lua_State* L,
const vector<CommandDescription>& 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<CommandDescription>& customCmds);
protected:
bool haveShockFront;
float shockFrontMinArea;
float shockFrontMinPower;
float shockFrontDistAdj;
private: // call-outs
static int SetShockFrontFactors(lua_State* L);
int UpdateUnsyncedXCalls(lua_State* L);
std::set<std::string> unsyncedXCalls;
std::vector<LuaUIEvent> luaUIEventBatch;
};
extern CLuaUI* luaUI;
#endif /* LUA_UI_H */
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