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The-Powder-Toy/src/lua/LuaScriptInterface.h
Tamás Bálint Misius bbefc9970f
Rename tpt.getscript and give it a completion callback
Also reinstate the confirm prompt. Effectively a continuation of b972fe46d2e4.
2023-08-22 00:26:34 +02:00

262 lines
10 KiB
C++

#pragma once
#include "LuaCompat.h"
#include "LuaSmartRef.h"
#include "CommandInterface.h"
#include "gui/game/GameControllerEvents.h"
#include "TPTScriptInterface.h"
#include "simulation/StructProperty.h"
#include "simulation/ElementDefs.h"
#include <map>
#include <memory>
namespace http
{
class Request;
}
namespace ui
{
class Window;
}
class Tool;
//Because lua only has bindings for C, we're going to have to go outside "outside" the LuaScriptInterface, this means we can only have one instance :(
class Simulation;
class LuaComponent;
struct GetScriptStatus;
class LuaScriptInterface: public TPTScriptInterface
{
std::unique_ptr<http::Request> scriptDownload;
ByteString scriptDownloadFilename;
bool scriptDownloadPending = false;
bool scriptDownloadRunScript;
std::function<void (GetScriptStatus)> scriptDownloadComplete;
int luacon_mousex, luacon_mousey, luacon_mousebutton;
ByteString luacon_selectedl, luacon_selectedr, luacon_selectedalt, luacon_selectedreplace;
bool luacon_mousedown;
bool currentCommand;
int textInputRefcount;
// signs
static int simulation_signIndex(lua_State *l);
static int simulation_signNewIndex(lua_State *l);
static int simulation_newsign(lua_State *l);
//Simulation
void initSimulationAPI();
static void set_map(int x, int y, int width, int height, float value, int mapType);
static int simulation_partNeighbours(lua_State * l);
static int simulation_partChangeType(lua_State * l);
static int simulation_partCreate(lua_State * l);
static int simulation_partProperty(lua_State * l);
static int simulation_partPosition(lua_State * l);
static int simulation_partID(lua_State * l);
static int simulation_partKill(lua_State * l);
static int simulation_partExists(lua_State * l);
static int simulation_pressure(lua_State * l);
static int simulation_velocityX(lua_State * l);
static int simulation_velocityY(lua_State * l);
static int simulation_gravMap(lua_State * l);
static int simulation_ambientHeat(lua_State * l);
static int simulation_createParts(lua_State * l);
static int simulation_createLine(lua_State * l);
static int simulation_createBox(lua_State * l);
static int simulation_floodParts(lua_State * l);
static int simulation_createWalls(lua_State * l);
static int simulation_createWallLine(lua_State * l);
static int simulation_createWallBox(lua_State * l);
static int simulation_floodWalls(lua_State * l);
static int simulation_toolBrush(lua_State * l);
static int simulation_toolLine(lua_State * l);
static int simulation_toolBox(lua_State * l);
static int simulation_floodProp(lua_State * l);
static int simulation_decoBrush(lua_State * l);
static int simulation_decoLine(lua_State * l);
static int simulation_decoBox(lua_State * l);
static int simulation_decoColor(lua_State * l);
static int simulation_floodDeco(lua_State * l);
static int simulation_clearSim(lua_State * l);
static int simulation_clearRect(lua_State * l);
static int simulation_resetTemp(lua_State * l);
static int simulation_resetPressure(lua_State * l);
static int simulation_saveStamp(lua_State * l);
static int simulation_loadStamp(lua_State * l);
static int simulation_deleteStamp(lua_State * l);
static int simulation_loadSave(lua_State * l);
static int simulation_reloadSave(lua_State * l);
static int simulation_getSaveID(lua_State * l);
static int simulation_adjustCoords(lua_State * l);
static int simulation_prettyPowders(lua_State * l);
static int simulation_gravityGrid(lua_State * l);
static int simulation_edgeMode(lua_State * l);
static int simulation_gravityMode(lua_State * l);
static int simulation_customGravity(lua_State * l);
static int simulation_airMode(lua_State * l);
static int simulation_waterEqualisation(lua_State * l);
static int simulation_ambientAirTemp(lua_State * l);
static int simulation_elementCount(lua_State * l);
static int simulation_canMove(lua_State * l);
static int simulation_parts(lua_State * l);
static int simulation_brush(lua_State * l);
static int simulation_pmap(lua_State * l);
static int simulation_photons(lua_State * l);
static int simulation_neighbours(lua_State * l);
static int simulation_framerender(lua_State * l);
static int simulation_gspeed(lua_State * l);
static int simulation_takeSnapshot(lua_State *l);
static int simulation_historyRestore(lua_State *l);
static int simulation_historyForward(lua_State *l);
static int simulation_replaceModeFlags(lua_State *l);
static int simulation_listCustomGol(lua_State *l);
static int simulation_addCustomGol(lua_State *l);
static int simulation_removeCustomGol(lua_State *l);
static int simulation_lastUpdatedID(lua_State *l);
static int simulation_updateUpTo(lua_State *l);
static int simulation_temperatureScale(lua_State *l);
//Renderer
void initRendererAPI();
static int renderer_renderModes(lua_State * l);
static int renderer_displayModes(lua_State * l);
static int renderer_colourMode(lua_State * l);
static int renderer_decorations(lua_State * l);
static int renderer_grid(lua_State * l);
static int renderer_debugHUD(lua_State * l);
static int renderer_showBrush(lua_State * l);
static int renderer_depth3d(lua_State * l);
static int renderer_zoomEnabled(lua_State *l);
static int renderer_zoomWindowInfo(lua_State *l);
static int renderer_zoomScopeInfo(lua_State *l);
//Elements
void initElementsAPI();
static int elements_allocate(lua_State * l);
static int elements_element(lua_State * l);
static int elements_property(lua_State * l);
static int elements_loadDefault(lua_State * l);
static int elements_free(lua_State * l);
static int elements_exists(lua_State * l);
static void GetDefaultProperties(lua_State * l, int id);
static void SetDefaultProperties(lua_State * l, int id, int stackPos);
//Interface
void initInterfaceAPI();
static int interface_showWindow(lua_State * l);
static int interface_closeWindow(lua_State * l);
static int interface_addComponent(lua_State * l);
static int interface_removeComponent(lua_State * l);
static int interface_grabTextInput(lua_State * l);
static int interface_dropTextInput(lua_State * l);
static int interface_textInputRect(lua_State * l);
void initGraphicsAPI();
static int graphics_textSize(lua_State * l);
static int graphics_drawText(lua_State * l);
static int graphics_drawLine(lua_State * l);
static int graphics_drawRect(lua_State * l);
static int graphics_fillRect(lua_State * l);
static int graphics_drawCircle(lua_State * l);
static int graphics_fillCircle(lua_State * l);
static int graphics_getColors(lua_State * l);
static int graphics_getHexColor(lua_State * l);
static int graphics_setClipRect(lua_State * l);
void initFileSystemAPI();
static int fileSystem_list(lua_State * l);
static int fileSystem_exists(lua_State * l);
static int fileSystem_isFile(lua_State * l);
static int fileSystem_isDirectory(lua_State * l);
static int fileSystem_makeDirectory(lua_State * l);
static int fileSystem_removeDirectory(lua_State * l);
static int fileSystem_removeFile(lua_State * l);
static int fileSystem_move(lua_State * l);
static int fileSystem_copy(lua_State * l);
void initPlatformAPI();
static int platform_platform(lua_State * l);
static int platform_ident(lua_State * l);
static int platform_releaseType(lua_State * l);
static int platform_exeName(lua_State * l);
static int platform_restart(lua_State * l);
static int platform_openLink(lua_State * l);
static int platform_clipboardCopy(lua_State * l);
static int platform_clipboardPaste(lua_State * l);
void initEventAPI();
static int event_register(lua_State * l);
static int event_unregister(lua_State * l);
static int event_getmodifiers(lua_State * l);
static int luatpt_getscript(lua_State * l);
void initHttpAPI();
void initSocketAPI();
std::vector<LuaSmartRef> lua_el_func_v, lua_gr_func_v, lua_cd_func_v;
std::vector<int> lua_el_mode_v;
std::vector<LuaSmartRef> gameControllerEventHandlers;
public:
int tpt_index(lua_State *l);
int tpt_newIndex(lua_State *l);
static void LuaGetProperty(lua_State* l, StructProperty property, intptr_t propertyAddress);
static void LuaSetProperty(lua_State* l, StructProperty property, intptr_t propertyAddress, int stackPos);
static void LuaSetParticleProperty(lua_State* l, int particleID, StructProperty property, intptr_t propertyAddress, int stackPos);
ui::Window * Window;
lua_State *l;
long unsigned int luaExecutionStart = 0;
std::map<LuaComponent *, LuaSmartRef> grabbed_components;
LuaScriptInterface(GameController * c, GameModel * m);
char custom_can_move[PT_NUM][PT_NUM];
void custom_init_can_move();
void OnTick() override;
bool HandleEvent(const GameControllerEvent &event) override;
void Init() override;
void SetWindow(ui::Window * window);
int Command(String command) override;
String FormatCommand(String command) override;
virtual ~LuaScriptInterface();
};
void tpt_lua_pushByteString(lua_State *L, const ByteString &str);
void tpt_lua_pushString(lua_State *L, const String &str);
// TODO: toByteStringView once we have a ByteStringView (or std::string_view, if we get rid of ByteString)
ByteString tpt_lua_toByteString(lua_State *L, int index);
String tpt_lua_toString(lua_State *L, int index, bool ignoreError = true);
// TODO: toByteStringView once we have a ByteStringView (or std::string_view, if we get rid of ByteString)
ByteString tpt_lua_checkByteString(lua_State *L, int index);
String tpt_lua_checkString(lua_State *L, int index, bool ignoreError = true);
// TODO: toByteStringView once we have a ByteStringView (or std::string_view, if we get rid of ByteString)
ByteString tpt_lua_optByteString(lua_State *L, int index, ByteString defaultValue = {});
String tpt_lua_optString(lua_State *L, int index, String defaultValue = {}, bool ignoreError = true);
int tpt_lua_loadstring(lua_State *L, const ByteString &str);
int tpt_lua_dostring(lua_State *L, const ByteString &str);
bool tpt_lua_equalsString(lua_State *L, int index, const char *data, size_t size);
template<size_t N>
// TODO: use std::literals::string_literals::operator""s if we get rid of ByteString
bool tpt_lua_equalsLiteral(lua_State *L, int index, const char (&lit)[N])
{
return tpt_lua_equalsString(L, index, lit, N - 1U);
}
int tpt_lua_pcall(lua_State *L, int numArgs, int numResults, int errorFunc, bool simEvent);