refactor: add GUI instance reference to UI nodes
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@@ -44,7 +44,7 @@ void scripting::on_frontend_init(Hud* hud, WorldRenderer* renderer) {
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lua::call_nothrow(L, 0, 0);
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}
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for (auto& pack : engine->getAllContentPacks()) {
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for (auto& pack : Engine::getInstance().getAllContentPacks()) {
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lua::emit_event(
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lua::get_main_state(),
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pack.id + ":.hudopen",
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@@ -56,7 +56,7 @@ void scripting::on_frontend_init(Hud* hud, WorldRenderer* renderer) {
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}
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void scripting::on_frontend_render() {
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for (auto& pack : engine->getAllContentPacks()) {
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for (auto& pack : Engine::getInstance().getAllContentPacks()) {
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lua::emit_event(
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lua::get_main_state(),
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pack.id + ":.hudrender",
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@@ -67,7 +67,7 @@ void scripting::on_frontend_render() {
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void scripting::on_frontend_close() {
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auto L = lua::get_main_state();
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for (auto& pack : engine->getAllContentPacks()) {
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for (auto& pack : Engine::getInstance().getAllContentPacks()) {
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lua::emit_event(
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L,
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pack.id + ":.hudclose",
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@@ -109,7 +109,7 @@ gui::PageLoaderFunc scripting::create_page_loader() {
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auto func = lua::create_lambda(L);
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return [func](const std::string& name) -> std::shared_ptr<gui::UINode> {
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auto docname = func({name}).asString();
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return engine->getAssets()->require<UiDocument>(docname).getRoot();
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return Engine::getInstance().getAssets()->require<UiDocument>(docname).getRoot();
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};
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}
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return nullptr;
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