math.random now uses our rngs. In most cases, this means the interface rng, but it means the sim rng during simulation events.
85 lines
1.7 KiB
C++
85 lines
1.7 KiB
C++
#include "LuaCheckbox.h"
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#include "LuaScriptInterface.h"
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#include "gui/interface/Checkbox.h"
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const char LuaCheckbox::className[] = "Checkbox";
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#define method(class, name) {#name, &class::name}
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Luna<LuaCheckbox>::RegType LuaCheckbox::methods[] = {
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method(LuaCheckbox, action),
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method(LuaCheckbox, text),
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method(LuaCheckbox, position),
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method(LuaCheckbox, size),
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method(LuaCheckbox, visible),
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method(LuaCheckbox, checked),
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{0, 0}
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};
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LuaCheckbox::LuaCheckbox(lua_State * l) :
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LuaComponent(l),
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actionFunction(l)
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{
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int posX = luaL_optinteger(l, 1, 0);
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int posY = luaL_optinteger(l, 2, 0);
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int sizeX = luaL_optinteger(l, 3, 10);
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int sizeY = luaL_optinteger(l, 4, 10);
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String text = tpt_lua_optString(l, 5, "");
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checkbox = new ui::Checkbox(ui::Point(posX, posY), ui::Point(sizeX, sizeY), text, "");
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component = checkbox;
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checkbox->SetActionCallback({ [this] { triggerAction(); } });
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}
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int LuaCheckbox::checked(lua_State * l)
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{
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int args = lua_gettop(l);
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if(args)
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{
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checkbox->SetChecked(lua_toboolean(l, 1));
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return 0;
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}
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else
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{
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lua_pushboolean(l, checkbox->GetChecked());
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return 1;
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}
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}
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int LuaCheckbox::action(lua_State * l)
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{
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return actionFunction.CheckAndAssignArg1(l);
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}
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int LuaCheckbox::text(lua_State * l)
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{
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int args = lua_gettop(l);
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if(args)
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{
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checkbox->SetText(tpt_lua_checkString(l, 1));
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return 0;
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}
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else
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{
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tpt_lua_pushString(l, checkbox->GetText());
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return 1;
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}
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}
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void LuaCheckbox::triggerAction()
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{
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if(actionFunction)
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{
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lua_rawgeti(l, LUA_REGISTRYINDEX, actionFunction);
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lua_rawgeti(l, LUA_REGISTRYINDEX, owner_ref);
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lua_pushboolean(l, checkbox->GetChecked());
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if (tpt_lua_pcall(l, 2, 0, 0, false))
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{
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ci->Log(CommandInterface::LogError, tpt_lua_toString(l, -1));
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}
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}
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}
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LuaCheckbox::~LuaCheckbox()
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{
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}
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