/
LuaClassDef.hpp
2718 lines (2671 loc) · 81 KB
/
LuaClassDef.hpp
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#ifndef _LUACLASSDEF_H_
#define _LUACLASSDEF_H_
#include "lua.hpp"
#include "luawrapper.hpp"
#include "Irrlicht.h"
#include "Game/ShaderCallback.h"
#include "version.h"
#include "Objects/Object.h"
#include "Objects/Node.h"
#include "Objects/Mesh.h"
#include "Objects/Light.h"
#include "Objects/Particle.h"
#include "Objects/EmptyObject.h"
#include "Objects/AnimatedMesh.h"
#include "Objects/Terrain.h"
#include "Objects/SoftMesh.h"
#include "Objects/CombinedMesh.h"
#include "Game/GUI.h"
#include "Misc/Logger.h"
#include "Game/Scene.h"
#include "Misc/util.h"
#include "Misc/PostProcessing/PostProcessManager.h"
#include "noise/noise.h"
#include <thread>
using namespace irr;
using namespace FCE;
int System_run(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 2);
std::string filename = (std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(luaL_checkstring(L, 1)).c_str());
lua_State* tmp = L;
if(luaL_loadfile(tmp, filename.c_str()))
{
s->getLog()->logData("Failed to load script", filename);
s->getLog()->debugData(MINOR, "Error", lua_tostring(L, -1));
return 0;
}
if(lua_pcall(tmp, 0, 0, 0))
{
s->getLog()->logData("Failed to run script", filename);
s->getLog()->debugData(MINOR, "Error", lua_tostring(L, -1));
return 0;
}
L = tmp;
return 0;
}
void runScript(SCENE* s, std::string fname, lua_State* L)
{
std::string filename = (std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(fname.c_str()).c_str());
lua_State* tmp = L;
if(luaL_loadfile(tmp, filename.c_str()))
{
s->getLog()->logData("Failed to load script", filename);
s->getLog()->debugData(MINOR, "Error", lua_tostring(L, -1));
return;
}
if(lua_pcall(tmp, 0, 0, 0))
{
s->getLog()->logData("Failed to run script", filename);
s->getLog()->debugData(MINOR, "Error", lua_tostring(L, -1));
return;
}
L = tmp;
}
int System_runInThread(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 2);
s->getLog()->debugData(MINOR, "Launching in thread", luaL_checkstring(L, 1));
std::thread t(runScript, s, luaL_checkstring(L, 1), L);
return 0;
}
int System_getVersion(lua_State* L)
{
lua_pushstring(L, VERSION_FULLVERSION_STRING);
return 1;
}
int System_getPerlinNoise(lua_State* L)
{
f32 n;
u32 octaves = luaL_checknumber(L, 1);
f32 persistance = luaL_checknumber(L, 2);
u32 seed = luaL_checknumber(L, 3);
f32 freq = luaL_checknumber(L, 4);
f32 x = luaL_checknumber(L, 5);
f32 y = luaL_checknumber(L, 6);
f32 z = luaL_checknumber(L, 7);
noise::module::Perlin mod;
mod.SetOctaveCount(octaves);
mod.SetPersistence(persistance);
mod.SetSeed(seed);
mod.SetFrequency(freq);
n = mod.GetValue(x, y, z);
lua_pushnumber(L, n);
return 1;
}
int System_getCellNoise(lua_State* L)
{
f32 n;
u32 disp = luaL_checknumber(L, 1);
u32 seed = luaL_checknumber(L, 2);
f32 freq = luaL_checknumber(L, 3);
f32 x = luaL_checknumber(L, 4);
f32 y = luaL_checknumber(L, 5);
f32 z = luaL_checknumber(L, 6);
noise::module::Voronoi mod;
mod.SetDisplacement(disp);
mod.SetSeed(seed);
mod.SetFrequency(freq);
n = mod.GetValue(x, y, z);
lua_pushnumber(L, n);
return 1;
}
int System_getRidgedNoise(lua_State* L)
{
f32 n;
u32 octaves = luaL_checknumber(L, 1);
u32 seed = luaL_checknumber(L, 2);
f32 freq = luaL_checknumber(L, 3);
f32 x = luaL_checknumber(L, 4);
f32 y = luaL_checknumber(L, 5);
f32 z = luaL_checknumber(L, 6);
noise::module::RidgedMulti mod;
mod.SetOctaveCount(octaves);
mod.SetSeed(seed);
mod.SetFrequency(freq);
n = mod.GetValue(x, y, z);
lua_pushnumber(L, n);
return 1;
}
int System_getBillowNoise(lua_State* L)
{
f32 n;
u32 octaves = luaL_checknumber(L, 1);
f32 persistance = luaL_checknumber(L, 2);
u32 seed = luaL_checknumber(L, 3);
f32 freq = luaL_checknumber(L, 4);
f32 x = luaL_checknumber(L, 5);
f32 y = luaL_checknumber(L, 6);
f32 z = luaL_checknumber(L, 7);
noise::module::Billow mod;
mod.SetOctaveCount(octaves);
mod.SetPersistence(persistance);
mod.SetSeed(seed);
mod.SetFrequency(freq);
n = mod.GetValue(x, y, z);
lua_pushnumber(L, n);
return 1;
}
SCENE* Scene_new(lua_State* L)
{
SCENE* s = new SCENE();
return s;
}
int Scene_quit(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->exit = true;
return 0;
}
int Scene_Load(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->load(luaL_checkstring(L, 2));
return 0;
}
int Scene_Save(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->save(luaL_checkstring(L, 2));
return 0;
}
int Scene_getMetaString(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
lua_pushstring(L, s->getMetaString(luaL_checkstring(L, 2)).c_str());
return 1;
}
int Scene_setMetaString(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->setMetaString(luaL_checkstring(L, 2), luaL_checkstring(L, 3));
return 0;
}
int Scene_getConfigValue(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
lua_pushnumber(L, s->config->data[luaL_checkstring(L, 2)]);
return 1;
}
int Scene_setConfigValue(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->config->data[luaL_checkstring(L, 2)] = luaL_checknumber(L, 3);
return 0;
}
int Scene_saveConfig(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->config->saveConfig((std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(luaL_checkstring(L, 2)).c_str()));
return 0;
}
int Scene_deltaTime(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
lua_pushnumber(L, s->deltaTime);
return 1;
}
int Scene_Objects(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
if(s->lastID > 0)
{
lua_pushnumber(L, ((s->lastID)-1));
}
else
{
lua_pushnumber(L, 0);
}
return 1;
}
int Scene_addSound(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int id = s->addSound(luaL_checkstring(L, 2), core::vector3df(luaL_checknumber(L, 3), luaL_checknumber(L, 4), luaL_checknumber(L, 5)), luaL_checknumber(L, 6));
lua_pushnumber(L, id);
return 1;
}
int Scene_RenderEffect(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->postManager->render((E_POSTPROCESS_EFFECT)luaL_checknumber(L, 2));
return 0;
}
int Scene_getSound(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<SOUND>(L, s->editSound(luaL_checknumber(L, 2)));
return 1;
}
int Scene_Slog(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->logData(luaL_checkstring(L, 2));
return 0;
}
int Scene_SNlog(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->logData(luaL_checkstring(L, 2), luaL_checknumber(L, 3));
return 0;
}
int Scene_SSlog(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->logData(luaL_checkstring(L, 2), luaL_checkstring(L, 3));
return 0;
}
int Scene_getBacklog(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
lua_newtable(L);
for(int i = 0; i < 10; i++)
{
lua_pushnumber(L, i+1);
lua_pushstring(L, s->getLog()->backlog[i].c_str());
lua_settable(L, -3);
}
lua_pushnumber(L, 11);
return 2;
}
int Scene_setDebug(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->setDebug(luaL_checknumber(L, 2));
return 0;
}
int Scene_addMesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int mesh = s->addMesh(luaL_checkstring(L, 2), core::vector3df(luaL_checknumber(L,3),luaL_checknumber(L,4),luaL_checknumber(L,5)), core::vector3df(luaL_checknumber(L,6),luaL_checknumber(L,7),luaL_checknumber(L,8)),core::vector3df(luaL_checknumber(L,9),luaL_checknumber(L,10),luaL_checknumber(L,11)));
lua_pushnumber(L,mesh);
return 1;
}
int Scene_addCMesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
COMBINEDMESH* cm = luaW_check<COMBINEDMESH>(L, 2);
scene::IMesh* cmesh = cm->getMesh();
int mesh = s->addMesh(cmesh, core::vector3df(luaL_checknumber(L,3),luaL_checknumber(L,4),luaL_checknumber(L,5)), core::vector3df(luaL_checknumber(L,6),luaL_checknumber(L,7),luaL_checknumber(L,8)),core::vector3df(luaL_checknumber(L,9),luaL_checknumber(L,10),luaL_checknumber(L,11)));
for(std::vector<u32>::iterator it = cm->meshIDs.begin(); it < cm->meshIDs.end(); it++)
{
s->removeObjectNoNode((*it));
}
lua_pushnumber(L, mesh);
return 1;
}
int Scene_getMesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<MESH>(L,s->editMesh(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addAnimatedMesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int mesh = s->addAnimatedMesh(luaL_checkstring(L, 2), core::vector3df(luaL_checknumber(L,3),luaL_checknumber(L,4),luaL_checknumber(L,5)), core::vector3df(luaL_checknumber(L,6),luaL_checknumber(L,7),luaL_checknumber(L,8)),core::vector3df(luaL_checknumber(L,9),luaL_checknumber(L,10),luaL_checknumber(L,11)));
lua_pushnumber(L,mesh);
return 1;
}
int Scene_getAnimatedMesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<ANIMATEDMESH>(L, s->editAnimatedMesh(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addBoneAnimatedMesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int mesh = s->addBoneAnimatedMesh(luaL_checkstring(L, 2), core::vector3df(luaL_checknumber(L,3),luaL_checknumber(L,4),luaL_checknumber(L,5)), core::vector3df(luaL_checknumber(L,6),luaL_checknumber(L,7),luaL_checknumber(L,8)),core::vector3df(luaL_checknumber(L,9),luaL_checknumber(L,10),luaL_checknumber(L,11)));
lua_pushnumber(L,mesh);
return 1;
}
int Scene_getBoneAnimatedMesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<BONEANIMATEDMESH>(L, s->editBoneAnimatedMesh(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addSoftmesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int mesh = s->addSoftMesh(luaL_checkstring(L, 2), core::vector3df(luaL_checknumber(L,3),luaL_checknumber(L,4),luaL_checknumber(L,5)), core::vector3df(luaL_checknumber(L,6),luaL_checknumber(L,7),luaL_checknumber(L,8)),core::vector3df(luaL_checknumber(L,9),luaL_checknumber(L,10),luaL_checknumber(L,11)));
lua_pushnumber(L,mesh);
return 1;
}
int Scene_getSoftmesh(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<SOFTMESH>(L, s->getSoftBody(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addParticle(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int id = s->addParticleSystem(core::vector3df(luaL_checknumber(L,2), luaL_checknumber(L,3), luaL_checknumber(L,4)), core::vector3df(luaL_checknumber(L,5), luaL_checknumber(L,6), luaL_checknumber(L,7)),core::vector3df(luaL_checknumber(L,8), luaL_checknumber(L,9), luaL_checknumber(L,10)), luaL_checkstring(L, 11));
lua_pushnumber(L, id);
return 1;
}
int Scene_getParticle(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<PARTICLE>(L, s->editParticleSystem(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addEmpty(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int id = s->addEmptyObject(core::vector3df(luaL_checknumber(L,2),luaL_checknumber(L,3),luaL_checknumber(L,4)), core::vector3df(luaL_checknumber(L,5),luaL_checknumber(L,6),luaL_checknumber(L,7)),core::vector3df(luaL_checknumber(L,8),luaL_checknumber(L,9),luaL_checknumber(L,10)));
lua_pushnumber(L, id);
return 1;
}
int Scene_getEmpty(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<EMPTYOBJECT>(L, s->editEmpty(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addTerrain(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int id = s->addTerrain(core::vector3df(luaL_checknumber(L,2),luaL_checknumber(L,3),luaL_checknumber(L,4)), core::vector3df(luaL_checknumber(L,5),luaL_checknumber(L,6),luaL_checknumber(L,7)),core::vector3df(luaL_checknumber(L,8),luaL_checknumber(L,9),luaL_checknumber(L,10)));
lua_pushnumber(L, id);
return 1;
}
int Scene_getTerrain(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<TERRAIN>(L, s->getTerrain(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addLight(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
video::E_LIGHT_TYPE light;
if(luaL_checknumber(L, 12) == 0)
{
light = video::ELT_POINT;
}
if(luaL_checknumber(L, 12) == 1)
{
light = video::ELT_SPOT;
}
if(luaL_checknumber(L, 12) == 2)
{
light = video::ELT_DIRECTIONAL;
}
int id = s->addLight(core::vector3df(luaL_checknumber(L,2),luaL_checknumber(L,3),luaL_checknumber(L,4)), core::vector3df(luaL_checknumber(L,5),luaL_checknumber(L,6),luaL_checknumber(L,7)),core::vector3df(luaL_checknumber(L,8),luaL_checknumber(L,9),luaL_checknumber(L,10)), luaL_checknumber(L, 11), light);
lua_pushnumber(L, id);
return 1;
}
int Scene_getLight(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<LIGHT>(L, s->editLight(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addBillboard(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int id = s->addBillboard(luaL_checkstring(L, 2), core::vector3df(luaL_checknumber(L,3),luaL_checknumber(L,4),luaL_checknumber(L,5)));
lua_pushnumber(L, id);
return 1;
}
int Scene_getBillboard(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<BILLBOARD>(L, s->getBillboard(luaL_checknumber(L, 2)));
return 1;
}
int Scene_addCamera(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getCamera()->setType(luaL_checknumber(L, 2));
s->getCamera()->init();
s->getCamera()->update();
return 0;
}
int Scene_getCamera(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<CAMERA>(L, s->getCamera());
return 1;
}
int Scene_getKey(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
bool k = s->keyDown((irr::EKEY_CODE)luaL_checknumber(L, 2));
if(k)
{
lua_pushnumber(L, 1);
}
else
{
lua_pushnumber(L, 0);
}
return 1;
}
int Scene_getMouseButton(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
bool b = s->MouseDown(luaL_checknumber(L, 2));
if(b)
{
lua_pushnumber(L, 1);
}
else
{
lua_pushnumber(L, 0);
}
return 1;
}
int Scene_getMousePos(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
int x = s->MousePos().X;
int y = s->MousePos().Y;
lua_pushnumber(L, x);
lua_pushnumber(L, y);
return 2;
}
int Scene_createCharacter(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
IKinematicCharacterController* c = new IKinematicCharacterController(s->getWorld(), (f32)luaL_checknumber(L, 2), (f32)luaL_checknumber(L, 3), (f32)luaL_checknumber(L, 4));
c->setUseGhostSweepTest(true);
s->setCharacter(c);
return 0;
}
int Scene_modifyCharacter(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
std::string f = luaL_checkstring(L, 2);
if(f == "jumpforce")
{
s->getCharacter()->setJumpForce(luaL_checknumber(L, 3));
}
if(f == "jumpheight")
{
s->getCharacter()->setMaxJumpHeight(luaL_checknumber(L, 3));
}
if(f == "maxslope")
{
s->getCharacter()->setMaxSlope(luaL_checknumber(L, 3));
}
if(f == "jump")
{
s->getCharacter()->jump();
}
if(f == "warp")
{
s->getCharacter()->warp(core::vector3df(luaL_checknumber(L, 3), luaL_checknumber(L, 4), luaL_checknumber(L, 5)));
}
if(f == "fallspeed")
{
s->getCharacter()->setFallSpeed(luaL_checknumber(L, 3));
}
if(f == "setgravity")
{
s->getCharacter()->setGravity(luaL_checknumber(L, 3));
}
return 0;
}
int Scene_getCharacterData(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
std::string f = luaL_checkstring(L, 2);
if(f == "jump")
{
if(s->getCharacter()->canJump())
{
lua_pushnumber(L, 1);
}
else
{
lua_pushnumber(L, 0);
}
}
if(f == "onGround")
{
if(s->getCharacter()->isOnGround())
{
lua_pushnumber(L, 1);
}
else
{
lua_pushnumber(L, 0);
}
}
if(f == "maxslope")
{
lua_pushnumber(L, s->getCharacter()->getMaxSlope());
}
if(f == "posX")
{
lua_pushnumber(L, s->getCharacter()->getWorldTransform().getTranslation().X);
}
if(f == "posY")
{
lua_pushnumber(L, s->getCharacter()->getWorldTransform().getTranslation().Y);
}
if(f == "posZ")
{
lua_pushnumber(L, s->getCharacter()->getWorldTransform().getTranslation().Z);
}
return 1;
}
int Scene_moveCharacter(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
core::vector3df direction = core::vector3df(luaL_checknumber(L, 2), luaL_checknumber(L, 3), luaL_checknumber(L, 4));
core::vector3df view = core::vector3df(luaL_checknumber(L, 5), luaL_checknumber(L, 6), luaL_checknumber(L, 7));
float multiplier = luaL_checknumber(L, 8);
core::matrix4 m;
m.setRotationDegrees(view);
m.transformVect(direction);
s->getCharacter()->setPositionIncrementPerSimulatorStep(direction*multiplier);
return 0;
}
int Scene_setPhysicsDebug(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
bool d = false;
if(luaL_checknumber(L, 2) != 0)
{
d = true;
}
s->setDebug(d);
return 0;
}
int Scene_getObject(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
luaW_push<OBJECT>(L,s->getObject(luaL_checknumber(L, 2)));
return 1;
}
int Scene_setSkydome(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->setSkydome(luaL_checkstring(L, 2));
return 0;
}
int Scene_setSkybox(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->setSkybox(luaL_checkstring(L, 2), luaL_checkstring(L, 3), luaL_checkstring(L, 4), luaL_checkstring(L, 5), luaL_checkstring(L, 6), luaL_checkstring(L, 7));
return 0;
}
int Scene_removeObject(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->removeObject(luaL_checknumber(L, 2));
return 0;
}
int Scene_setTimeScale(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->setTimeScale(luaL_checknumber(L, 2));
return 0;
}
int Scene_getTimeScale(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
lua_pushnumber(L, s->getTimeScale());
return 1;
}
int Scene_addButton(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Creating button");
GUI* g = new GUI(s->getDevice()->getGUIEnvironment(), s->getLog());
core::stringw t1 = luaL_checkstring(L, 2);
core::stringw t2 = luaL_checkstring(L, 3);
u32 x1 = luaL_checknumber(L, 4);
u32 y1 = luaL_checknumber(L, 5);
u32 x2 = luaL_checknumber(L, 6);
u32 y2 = luaL_checknumber(L, 7);
u32 parent = luaL_checknumber(L, 8);
std::string script = luaL_checkstring(L, 9);
g->initButton(0, t1, t2, rect<s32>(x1, y1, x2, y2));
SCRIPT* guiScript = new SCRIPT(s->getLog());
guiScript->init();
luaW_push<SCENE>(guiScript->L, s);
lua_setglobal(guiScript->L, "MainScene");
guiScript->run((std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(script.c_str()).c_str()));
g->addScript(guiScript);
u32 but = s->addGui(g, parent);
lua_pushnumber(L, but);
return 1;
}
int Scene_addSlider(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Creating slider");
GUI* g = new GUI(s->getDevice()->getGUIEnvironment(), s->getLog());
bool h;
u8 hor = luaL_checknumber(L, 2);
if(hor == 1)
{
h = true;
}
else
{
h = false;
}
u32 x1 = luaL_checknumber(L, 3);
u32 y1 = luaL_checknumber(L, 4);
u32 x2 = luaL_checknumber(L, 5);
u32 y2 = luaL_checknumber(L, 6);
u32 parent = luaL_checknumber(L, 7);
std::string script = luaL_checkstring(L, 8);
g->initScrollBar(0, h, rect<s32>(x1, y1, x2, y2));
SCRIPT* guiScript = new SCRIPT(s->getLog());
guiScript->init();
luaW_push<SCENE>(guiScript->L, s);
lua_setglobal(guiScript->L, "MainScene");
guiScript->run((std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(script.c_str()).c_str()));
g->addScript(guiScript);
u32 but = s->addGui(g, parent);
lua_pushnumber(L, but);
return 1;
}
int Scene_addEditBox(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Creating editbox");
GUI* g = new GUI(s->getDevice()->getGUIEnvironment(), s->getLog());
core::stringw text = luaL_checkstring(L, 2);
u32 x1 = luaL_checknumber(L, 3);
u32 y1 = luaL_checknumber(L, 4);
u32 x2 = luaL_checknumber(L, 5);
u32 y2 = luaL_checknumber(L, 6);
u8 border = luaL_checknumber(L, 7);
std::string script = luaL_checkstring(L, 9);
bool useBorder;
if(border == 1)
{
useBorder = true;
}
else
{
useBorder = false;
}
u32 parent = luaL_checknumber(L, 8);
g->initEditBox(0, text, rect<s32>(x1, y1, x2, y2), useBorder);
SCRIPT* guiScript = new SCRIPT(s->getLog());
guiScript->init();
luaW_push<SCENE>(guiScript->L, s);
lua_setglobal(guiScript->L, "MainScene");
guiScript->run((std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(script.c_str()).c_str()));
g->addScript(guiScript);
u32 ed = s->addGui(g, parent);
lua_pushnumber(L, ed);
return 1;
}
int Scene_addListBox(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Creating Listbox");
GUI* g = new GUI(s->getDevice()->getGUIEnvironment(), s->getLog());
u32 x1 = luaL_checknumber(L, 2);
u32 y1 = luaL_checknumber(L, 3);
u32 x2 = luaL_checknumber(L, 4);
u32 y2 = luaL_checknumber(L, 5);
u32 parent = luaL_checknumber(L, 6);
std::string script = luaL_checkstring(L, 7);
g->initListBox(0, rect<s32>(x1, y1, x2, y2));
SCRIPT* guiScript = new SCRIPT(s->getLog());
guiScript->init();
luaW_push<SCENE>(guiScript->L, s);
lua_setglobal(guiScript->L, "MainScene");
guiScript->run((std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(script.c_str()).c_str()));
g->addScript(guiScript);
u32 list = s->addGui(g, parent);
lua_pushnumber(L, list);
return 1;
}
int Scene_addImage(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Creating image");
GUI* g = new GUI(s->getDevice()->getGUIEnvironment(), s->getLog());
u32 x1 = luaL_checknumber(L, 2);
u32 y1 = luaL_checknumber(L, 3);
u32 x2 = luaL_checknumber(L, 4);
u32 y2 = luaL_checknumber(L, 5);
std::string filename = luaL_checkstring(L, 6);
u32 parent = luaL_checknumber(L, 7);
g->initImage(0, s->getDevice()->getVideoDriver()->getTexture(filename.c_str()), core::rect<s32>(x1, y1, x2, y2));
u32 list = s->addGui(g, parent);
lua_pushnumber(L, list);
return 1;
}
int Scene_addCheckBox(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Creating checkbox");
GUI* g = new GUI(s->getDevice()->getGUIEnvironment(), s->getLog());
u32 x1 = luaL_checknumber(L, 2);
u32 y1 = luaL_checknumber(L, 3);
u32 x2 = luaL_checknumber(L, 4);
u32 y2 = luaL_checknumber(L, 5);
u32 checked = luaL_checknumber(L, 6);
std::string text = luaL_checkstring(L, 7);
u32 parent = luaL_checknumber(L, 8);
std::string script = luaL_checkstring(L, 9);
SCRIPT* guiScript = new SCRIPT(s->getLog());
guiScript->init();
luaW_push<SCENE>(guiScript->L, s);
lua_setglobal(guiScript->L, "MainScene");
guiScript->run((std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(script.c_str()).c_str()));
g->addScript(guiScript);
bool ch = false;
if(checked != 0)
{
ch = true;
}
core::stringw tx = core::stringw(text.c_str());
g->initCheckBox(0, ch, tx, core::rect<s32>(x1, y1, x2, y2));
u32 ed = s->addGui(g, parent);
lua_pushnumber(L, ed);
return 1;
}
int Scene_addFileDiag(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Creating File Dialog");
GUI* g = new GUI(s->getDevice()->getGUIEnvironment(), s->getLog());
std::string title = luaL_checkstring(L, 2);
u32 parent = luaL_checknumber(L, 3);
std::string script = luaL_checkstring(L, 4);
core::stringw wtitle = core::stringw(title.c_str());
g->initFileDiag(0, wtitle);
SCRIPT* guiScript = new SCRIPT(s->getLog());
guiScript->init();
luaW_push<SCENE>(guiScript->L, s);
lua_setglobal(guiScript->L, "MainScene");
guiScript->run((std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(script.c_str()).c_str()));
g->addScript(guiScript);
u32 list = s->addGui(g, parent);
return 0;
}
int Scene_insertListItem(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Adding list item");
core::stringw itemName = luaL_checkstring(L, 2);
u32 index = luaL_checknumber(L, 3);
u32 itemID = luaL_checknumber(L, 4);
u32 retID = 0;
bool found = false;
for(std::vector<GUI*>::iterator it = s->callers.begin(); it < s->callers.end(); it++)
{
if((*it)->guiCaller == itemID)
{
found = true;
retID = (*it)->insertItemToList(index, itemName);
}
}
if(!found)
{
for(std::vector<GUI*>::iterator it = s->guiObjects.begin(); it < s->guiObjects.end(); it++)
{
if((*it)->guiCaller == itemID)
{
found = true;
retID = (*it)->addItemToList(itemName);
}
}
}
if(!found)
{
s->getLog()->debugData(MAJOR, "Item not found");
return 0;
}
lua_pushnumber(L, retID);
return 1;
}
int Scene_addListItem(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Adding list item");
core::stringw itemName = luaL_checkstring(L, 2);
u32 itemID = luaL_checknumber(L, 3);
u32 retID = 0;
bool found = false;
for(std::vector<GUI*>::iterator it = s->callers.begin(); it < s->callers.end(); it++)
{
if((*it)->guiCaller == itemID)
{
found = true;
retID = (*it)->addItemToList(itemName);
}
}
if(!found)
{
for(std::vector<GUI*>::iterator it = s->guiObjects.begin(); it < s->guiObjects.end(); it++)
{
if((*it)->guiCaller == itemID)
{
found = true;
retID = (*it)->addItemToList(itemName);
}
}
}
if(!found)
{
s->getLog()->debugData(MAJOR, "Item not found");
return 0;
}
lua_pushnumber(L, retID);
return 1;
}
int Scene_clearGUI(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Clearing GUI");
for(std::vector<GUI*>::iterator it = s->callers.begin(); it < s->callers.end(); it++)
{
(*it)->element->setVisible(false);
}
return 0;
}
int Scene_setGUIColor(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
std::string a = luaL_checkstring(L, 2);
gui::EGUI_DEFAULT_COLOR i;
if(a == "activeBorder")
{
i = gui::EGDC_ACTIVE_BORDER;
}
if(a == "activeCaption")
{
i = gui::EGDC_ACTIVE_CAPTION;
}
if(a == "buttonText")
{
i = gui::EGDC_BUTTON_TEXT;
}
if(a == "grayText")
{
i = gui::EGDC_GRAY_TEXT;
}
if(a == "window")
{
i = gui::EGDC_WINDOW;
}
if(a == "editable")
{
i = gui::EGDC_EDITABLE;
}
if(a == "editable_selected")
{
i = gui::EGDC_FOCUSED_EDITABLE;
}
s->getDevice()->getGUIEnvironment()->getSkin()->setColor(i, video::SColor(luaL_checknumber(L, 3), luaL_checknumber(L, 4), luaL_checknumber(L, 5), luaL_checknumber(L, 6)));
return 0;
}
int Scene_getGUIColor(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
video::SColorf c = s->getDevice()->getGUIEnvironment()->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)0);
lua_pushnumber(L, c.r);
lua_pushnumber(L, c.g);
lua_pushnumber(L, c.b);
lua_pushnumber(L, c.a);
return 4;
}
int Scene_setGUITextColor(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getDevice()->getGUIEnvironment()->getSkin()->setColor(gui::EGDC_ACTIVE_CAPTION, video::SColor(luaL_checknumber(L, 2), luaL_checknumber(L, 3), luaL_checknumber(L, 4), luaL_checknumber(L, 5)));
s->getDevice()->getGUIEnvironment()->getSkin()->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(luaL_checknumber(L, 2), luaL_checknumber(L, 3), luaL_checknumber(L, 4), luaL_checknumber(L, 5)));
s->getDevice()->getGUIEnvironment()->getSkin()->setColor(gui::EGDC_TOOLTIP, video::SColor(luaL_checknumber(L, 2), luaL_checknumber(L, 3), luaL_checknumber(L, 4), luaL_checknumber(L, 5)));
return 0;
}
int Scene_setGUIFont(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getDevice()->getGUIEnvironment()->getSkin()->setFont(s->getDevice()->getGUIEnvironment()->getFont(s->getDevice()->getFileSystem()->getAbsolutePath(luaL_checkstring(L, 2)).c_str()));
return 0;
}
int Scene_removeListItem(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Removing list item");
u32 itemID = luaL_checknumber(L, 2);
u32 listID = luaL_checknumber(L, 3);
bool found = false;
for(std::vector<GUI*>::iterator it = s->callers.begin(); it < s->callers.end(); it++)
{
if((*it)->guiCaller == itemID)
{
found = true;
(*it)->removeItemFromList(listID);
}
}
if(!found)
{
for(std::vector<GUI*>::iterator it = s->guiObjects.begin(); it < s->guiObjects.end(); it++)
{
if((*it)->guiCaller == itemID)
{
found = true;
(*it)->removeItemFromList(listID);
}
}
}
if(!found)
{
s->getLog()->debugData(MAJOR, "Item not found");
return 0;
}
return 0;
}
int Scene_addWindow(lua_State* L)
{
SCENE* s = luaW_check<SCENE>(L, 1);
s->getLog()->debugData(MAJOR, "Creating window");
GUI* g = new GUI(s->getDevice()->getGUIEnvironment(), s->getLog());
core::stringw title = luaL_checkstring(L, 2);
u32 x1 = luaL_checknumber(L, 3);
u32 y1 = luaL_checknumber(L, 4);
u32 x2 = luaL_checknumber(L, 5);
u32 y2 = luaL_checknumber(L, 6);
u32 parent = luaL_checknumber(L, 7);
std::string script = luaL_checkstring(L, 8);
g->initWindow(0, title, rect<s32>(x1, y1, x2, y2), true);
SCRIPT* guiScript = new SCRIPT(s->getLog());
guiScript->init();
luaW_push<SCENE>(guiScript->L, s);
lua_setglobal(guiScript->L, "MainScene");
guiScript->run((std::string)(s->getDevice()->getFileSystem()->getAbsolutePath(script.c_str()).c_str()));
g->addScript(guiScript);
u32 wind = s->addGui(g, parent);
lua_pushnumber(L, wind);