even more boilerplate code

This commit is contained in:
MihailRis
2024-02-19 23:56:39 +03:00
parent 7792c1a6f4
commit 5c23b4125d
11 changed files with 220 additions and 72 deletions
+10
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@@ -4,6 +4,7 @@
#include "lua_util.h"
#include "api_lua.h"
#include "libgui.h"
#include "libplayer.h"
#include "libinventory.h"
#include "../../../util/stringutil.h"
@@ -172,6 +173,11 @@ int lua::LuaState::pushnumber(luanumber x) {
return 1;
}
int lua::LuaState::pushboolean(bool x) {
lua_pushboolean(L, x);
return 1;
}
int lua::LuaState::pushivec3(luaint x, luaint y, luaint z) {
lua::pushivec3(L, x, y, z);
return 3;
@@ -233,6 +239,10 @@ lua::luanumber lua::LuaState::tonumber(int idx) {
return lua_tonumber(L, idx);
}
const char* lua::LuaState::tostring(int idx) {
return lua_tostring(L, idx);
}
void lua::LuaState::openlib(const std::string& name, const luaL_Reg* libfuncs, int nup) {
lua_newtable(L);
luaL_setfuncs(L, libfuncs, nup);
+2
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@@ -31,6 +31,7 @@ namespace lua {
int pushivec3(luaint x, luaint y, luaint z);
int pushinteger(luaint x);
int pushnumber(luanumber x);
int pushboolean(bool x);
int pushstring(const std::string& str);
int pushenv(int env);
int pushvalue(int idx);
@@ -42,6 +43,7 @@ namespace lua {
bool toboolean(int idx);
luaint tointeger(int idx);
luanumber tonumber(int idx);
const char* tostring(int idx);
int call(int argc);
int callNoThrow(int argc);
int execute(int env, const std::string& src, const std::string& file="<string>");
-55
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@@ -142,61 +142,6 @@ int l_world_get_seed(lua_State* L) {
return 1;
}
/* == player library ==*/
int l_player_get_pos(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
glm::vec3 pos = scripting::level->player->hitbox->position;
lua_pushnumber(L, pos.x);
lua_pushnumber(L, pos.y);
lua_pushnumber(L, pos.z);
return 3;
}
int l_player_get_rot(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
glm::vec2 rot = scripting::level->player->cam;
lua_pushnumber(L, rot.x);
lua_pushnumber(L, rot.y);
return 2;
}
int l_player_set_rot(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
glm::vec2& cam = scripting::level->player->cam;
cam.x = x;
cam.y = y;
return 0;
}
int l_player_set_pos(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
lua::luanumber z = lua_tonumber(L, 4);
scripting::level->player->hitbox->position = glm::vec3(x, y, z);
return 0;
}
int l_player_get_inv(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
Player* player = scripting::level->player;
lua_pushinteger(L, player->getInventory()->getId());
lua_pushinteger(L, player->getChosenSlot());
return 2;
}
/* == item library == */
int l_item_name(lua_State* L) {
auto indices = scripting::content->getIndices();
-16
View File
@@ -58,22 +58,6 @@ static const luaL_Reg worldlib [] = {
{NULL, NULL}
};
/* == player library ==*/
extern int l_player_get_pos(lua_State* L);
extern int l_player_get_rot(lua_State* L);
extern int l_player_set_rot(lua_State* L);
extern int l_player_set_pos(lua_State* L);
extern int l_player_get_inv(lua_State* L);
static const luaL_Reg playerlib [] = {
{"get_pos", lua_wrap_errors<l_player_get_pos>},
{"set_pos", lua_wrap_errors<l_player_set_pos>},
{"get_rot", lua_wrap_errors<l_player_get_rot>},
{"set_rot", lua_wrap_errors<l_player_set_rot>},
{"get_inventory", lua_wrap_errors<l_player_get_inv>},
{NULL, NULL}
};
/* == item library == */
extern int l_item_name(lua_State* L);
extern int l_item_index(lua_State* L);
+24
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@@ -93,6 +93,16 @@ static bool getattr(lua_State* L, gui::Label* label, const std::string& attr) {
return false;
}
static bool getattr(lua_State* L, gui::FullCheckBox* box, const std::string& attr) {
if (box == nullptr)
return false;
if (attr == "checked") {
lua_pushboolean(L, box->isChecked());
return true;
}
return false;
}
static bool setattr(lua_State* L, gui::Button* button, const std::string& attr) {
if (button == nullptr)
return false;
@@ -105,6 +115,16 @@ static bool setattr(lua_State* L, gui::Button* button, const std::string& attr)
return false;
}
static bool setattr(lua_State* L, gui::FullCheckBox* box, const std::string& attr) {
if (box == nullptr)
return false;
if (attr == "checked") {
box->setChecked(lua_toboolean(L, 4));
return true;
}
return false;
}
static bool setattr(lua_State* L, gui::Label* label, const std::string& attr) {
if (label == nullptr)
return false;
@@ -143,6 +163,8 @@ int l_gui_getattr(lua_State* L) {
return 1;
if (getattr(L, dynamic_cast<gui::TrackBar*>(node), attr))
return 1;
if (getattr(L, dynamic_cast<gui::FullCheckBox*>(node), attr))
return 1;
return 0;
}
@@ -177,6 +199,8 @@ int l_gui_setattr(lua_State* L) {
return 0;
if (setattr(L, dynamic_cast<gui::TrackBar*>(node), attr))
return 0;
if (setattr(L, dynamic_cast<gui::FullCheckBox*>(node), attr))
return 0;
}
return 0;
}
+64
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@@ -0,0 +1,64 @@
#include "libplayer.h"
#include "../scripting.h"
#include "../../../world/Level.h"
#include "../../../objects/Player.h"
#include "../../../physics/Hitbox.h"
#include "../../../window/Camera.h"
#include "../../../items/Inventory.h"
#include <glm/glm.hpp>
/* == player library ==*/
int l_player_get_pos(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
glm::vec3 pos = scripting::level->player->hitbox->position;
lua_pushnumber(L, pos.x);
lua_pushnumber(L, pos.y);
lua_pushnumber(L, pos.z);
return 3;
}
int l_player_get_rot(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
glm::vec2 rot = scripting::level->player->cam;
lua_pushnumber(L, rot.x);
lua_pushnumber(L, rot.y);
return 2;
}
int l_player_set_rot(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
glm::vec2& cam = scripting::level->player->cam;
cam.x = x;
cam.y = y;
return 0;
}
int l_player_set_pos(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
lua::luanumber z = lua_tonumber(L, 4);
scripting::level->player->hitbox->position = glm::vec3(x, y, z);
return 0;
}
int l_player_get_inv(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
Player* player = scripting::level->player;
lua_pushinteger(L, player->getInventory()->getId());
lua_pushinteger(L, player->getChosenSlot());
return 2;
}
+22
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@@ -0,0 +1,22 @@
#ifndef LOGIC_SCRIPTING_LUA_LIBPLAYER_H_
#define LOGIC_SCRIPTING_LUA_LIBPLAYER_H_
#include "lua_commons.h"
/* == player library ==*/
extern int l_player_get_pos(lua_State* L);
extern int l_player_get_rot(lua_State* L);
extern int l_player_set_rot(lua_State* L);
extern int l_player_set_pos(lua_State* L);
extern int l_player_get_inv(lua_State* L);
static const luaL_Reg playerlib [] = {
{"get_pos", lua_wrap_errors<l_player_get_pos>},
{"set_pos", lua_wrap_errors<l_player_set_pos>},
{"get_rot", lua_wrap_errors<l_player_get_rot>},
{"set_rot", lua_wrap_errors<l_player_set_rot>},
{"get_inventory", lua_wrap_errors<l_player_get_inv>},
{NULL, NULL}
};
#endif // LOGIC_SCRIPTING_LUA_LIBPLAYER_H_
+1 -1
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@@ -25,4 +25,4 @@ template <lua_CFunction func> int lua_wrap_errors(lua_State *L) {
return result;
}
#endif // LOGIC_SCRIPTING_LUA_H_
#endif // LOGIC_SCRIPTING_LUA_H_