refactor: LuaState replaced with lua_engine
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@@ -21,65 +21,66 @@
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namespace scripting {
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extern Hud* hud;
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}
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using namespace scripting;
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static int l_hud_open_inventory(lua_State*) {
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if (!scripting::hud->isInventoryOpen()) {
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scripting::hud->openInventory();
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if (!hud->isInventoryOpen()) {
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hud->openInventory();
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}
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return 0;
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}
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static int l_hud_close_inventory(lua_State*) {
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if (scripting::hud->isInventoryOpen()) {
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scripting::hud->closeInventory();
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if (hud->isInventoryOpen()) {
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hud->closeInventory();
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}
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return 0;
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}
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static int l_hud_open_block(lua_State* L) {
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auto x = lua_tointeger(L, 1);
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auto y = lua_tointeger(L, 2);
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auto z = lua_tointeger(L, 3);
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bool playerInventory = !lua_toboolean(L, 4);
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auto x = lua::tointeger(L, 1);
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auto y = lua::tointeger(L, 2);
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auto z = lua::tointeger(L, 3);
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bool playerInventory = !lua::toboolean(L, 4);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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auto vox = level->chunks->get(x, y, z);
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if (vox == nullptr) {
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throw std::runtime_error("block does not exists at " +
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std::to_string(x) + " " + std::to_string(y) + " " + std::to_string(z)
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);
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}
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auto def = scripting::content->getIndices()->getBlockDef(vox->id);
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auto assets = scripting::engine->getAssets();
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auto def = content->getIndices()->getBlockDef(vox->id);
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auto assets = engine->getAssets();
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auto layout = assets->getLayout(def->uiLayout);
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if (layout == nullptr) {
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throw std::runtime_error("block '"+def->name+"' has no ui layout");
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}
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auto id = scripting::blocks->createBlockInventory(x, y, z);
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scripting::hud->openInventory(
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glm::ivec3(x, y, z), layout, scripting::level->inventories->get(id), playerInventory
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auto id = blocks->createBlockInventory(x, y, z);
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hud->openInventory(
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glm::ivec3(x, y, z), layout, level->inventories->get(id), playerInventory
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);
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lua_pushinteger(L, id);
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lua_pushstring(L, def->uiLayout.c_str());
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lua::pushinteger(L, id);
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lua::pushstring(L, def->uiLayout);
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return 2;
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}
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static int l_hud_show_overlay(lua_State* L) {
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const char* name = lua_tostring(L, 1);
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bool playerInventory = lua_toboolean(L, 2);
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auto name = lua::tostring(L, 1);
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bool playerInventory = lua::toboolean(L, 2);
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auto assets = scripting::engine->getAssets();
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auto assets = engine->getAssets();
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auto layout = assets->getLayout(name);
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if (layout == nullptr) {
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throw std::runtime_error("there is no ui layout "+util::quote(name));
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}
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scripting::hud->showOverlay(layout, playerInventory);
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hud->showOverlay(layout, playerInventory);
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return 0;
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}
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static UiDocument* require_layout(lua_State* L, const char* name) {
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auto assets = scripting::engine->getAssets();
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static UiDocument* require_layout(const char* name) {
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auto assets = engine->getAssets();
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auto layout = assets->getLayout(name);
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if (layout == nullptr) {
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throw std::runtime_error("layout '"+std::string(name)+"' is not found");
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@@ -88,41 +89,39 @@ static UiDocument* require_layout(lua_State* L, const char* name) {
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}
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static int l_hud_open_permanent(lua_State* L) {
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auto layout = require_layout(L, lua_tostring(L, 1));
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scripting::hud->openPermanent(layout);
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auto layout = require_layout(lua::tostring(L, 1));
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hud->openPermanent(layout);
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return 0;
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}
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static int l_hud_close(lua_State* L) {
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auto layout = require_layout(L, lua_tostring(L, 1));
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scripting::hud->remove(layout->getRoot());
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auto layout = require_layout(lua::tostring(L, 1));
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hud->remove(layout->getRoot());
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return 0;
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}
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static int l_hud_pause(lua_State*) {
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scripting::hud->setPause(true);
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hud->setPause(true);
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return 0;
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}
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static int l_hud_resume(lua_State*) {
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scripting::hud->setPause(false);
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hud->setPause(false);
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return 0;
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}
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static int l_hud_get_block_inventory(lua_State* L) {
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auto inventory = scripting::hud->getBlockInventory();
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auto inventory = hud->getBlockInventory();
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if (inventory == nullptr) {
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lua_pushinteger(L, 0);
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return lua::pushinteger(L, 0);
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} else {
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lua_pushinteger(L, inventory->getId());
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return lua::pushinteger(L, inventory->getId());
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}
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return 1;
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}
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static int l_hud_get_player(lua_State* L) {
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auto player = scripting::hud->getPlayer();
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lua_pushinteger(L, player->getId());
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return 1;
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auto player = hud->getPlayer();
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return lua::pushinteger(L, player->getId());
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}
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const luaL_Reg hudlib [] = {
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