Some more Lua refactoring, started to break CLuaIHM into 2 parts. CLuaIHM will be generic, CLuaIHMRyzom will contain the Ryzom only code.
--HG-- branch : gui-refactoringhg/feature/sse2
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#ifndef LUA_IHM_RYZOM_H
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#define LUA_IHM_RYZOM_H
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#include "lua_ihm.h"
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class CLuaIHMRyzom
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{
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public:
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static void RegisterRyzomFunctions( NLGUI::CLuaState &ls );
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private:
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static void createLuaEnumTable(CLuaState &ls, const std::string &str);
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static int getUI(CLuaState &ls); // params: "ui:interface:...". return: CInterfaceElement* (nil if error), an additionnal boolean parameter
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// LUA exported Functions with standard lua (because use ui object, use variable param number, or return dynamic-typed object)
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static int setCaptureKeyboard(CLuaState &ls);
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static int resetCaptureKeyboard(CLuaState &ls);
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static int setOnDraw(CLuaState &ls); // params: CInterfaceGroup*, "script". return: none
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static int addOnDbChange(CLuaState &ls); // params: CInterfaceGroup*, "dblist", "script". return: none
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static int removeOnDbChange(CLuaState &ls);// params: CInterfaceGroup*. return: none
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static int getUICaller(CLuaState &ls); // params: none. return: CInterfaceElement* (nil if error)
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static int getCurrentWindowUnder(CLuaState &ls); // params: none. return: CInterfaceElement* (nil if none)
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// can specify verbose display when the element is note found (default is true)
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static int createGroupInstance(CLuaState &ls); // params : param 1 = template name,
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// param 2 = id of parent where the instance will be inserted
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// param 3 = table with ("template_param", "template_param_value") key/value pairs
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// such as { id="foo", x="10" } etc. -> returns a new instance of the template, or nil on fail
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static int createRootGroupInstance(CLuaState &ls); // params : param 1 = template name,
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// param 2 = id of parent where the instance will be inserted
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// param 3 = table with ("template_param", "template_param_value") key/value pairs
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// such as { id="foo", x="10" } etc. -> returns a new instance of the template, or nil on fail
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static int createUIElement(CLuaState &ls); // params : param 1 = template name,
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// param 2 = id of parent where the instance will be inserted
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// param 3 = table with ("template_param", "template_param_value") key/value pairs
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// such as { id="foo", x="10" } etc. -> returns a new instance of the template, or nil on fail
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static int displayBubble(CLuaState &ls); // params : param 1 = bot id
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// param 2 = text
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// param 3 = table with all strings and urls
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// {"main text"="http:///", "text option 1"="http:///", "text option 2"="http:///") etc...
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static int getIndexInDB(CLuaState &ls); // params: CDBCtrlSheet*.... return: index, or 0 if error
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static int getUIId(CLuaState &ls); // params: CInterfaceElement*. return: ui id (empty if error)
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static int runAH(CLuaState &ls); // params: CInterfaceElement *, "ah", "params". return: none
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static int runExpr(CLuaState &ls); // params: "expr". return: any of: nil,bool,string,number, RGBA, UCString
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static int runFct(CLuaState &ls); // params: "expr", param1, param2.... return: any of: nil,bool,string,number, RGBA, UCString
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static int runCommand(CLuaState &ls); // params: "command name", param1, param2 ... return true or false
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static int formatUI(CLuaState &ls); // params: "expr", param1, param2.... return: string with # and % parsed
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static int formatDB(CLuaState &ls); // params: param1, param2.... return: string with @ and , added
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static int launchContextMenuInGame(CLuaState &ls); // params : menu name
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static int parseInterfaceFromString(CLuaState &ls); // params : intreface script
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static int updateAllLocalisedElements(CLuaState &ls);
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static int breakPoint(CLuaState &ls);
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static int getWindowSize(CLuaState &ls);
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static int i18n(CLuaState &ls); // retrieve an unicode string from CI18N
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static int setTextFormatTaged(CLuaState &ls); // set a text that may contains Tag Format infos
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static int validMessageBox(CLuaState &ls); // ok/cancel type message box (can't get it to work through luabind)
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static int concatUCString(CLuaState &ls); // workaround for + operator that don't work in luabind for ucstrings ...
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static int concatString(CLuaState &ls); // speedup concatenation of several strings
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static int tableToString(CLuaState &ls); // concat element of a table to build a string
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static int setTopWindow(CLuaState &ls); // set the top window
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static int initEmotesMenu(CLuaState &ls);
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static int isUCString(CLuaState &ls);
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static int hideAllWindows(CLuaState &ls);
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static int hideAllNonSavableWindows(CLuaState &ls);
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static int getDesktopIndex(CLuaState &ls);
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static int setLuaBreakPoint(CLuaState &ls); // set a breakpoint in lua external debugger (file, line)
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static int getMainPageURL(CLuaState &ls);
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static int getCharSlot(CLuaState &ls);
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static int displaySystemInfo(CLuaState &ls);
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static int setWeatherValue(CLuaState &ls); // first value is a boolean to say automatic, second value ranges from of to 1 and gives the weather
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static int getWeatherValue(CLuaState &ls); // get current real weather value (blend between server driven value & predicted value). Manual weather value is ignored
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static int disableContextHelpForControl(CLuaState &ls); // params: CCtrlBase*. return: none
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static int disableContextHelp(CLuaState &ls);
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static int getPathContent(CLuaState &ls);
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static int getServerSeason(CLuaState &ls); // get the last season sent by the server
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// 0->auto, computed locally from the current day (or not received from server yet)
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// 1->server force spring
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// 2->' ' ' summer
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// 3->' ' ' autumn
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// 4->' ' ' winter
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static int computeCurrSeason(CLuaState &ls); // compute current displayed season (1->spring, etc .)
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static int getAutoSeason(CLuaState &ls); // compute automatic season that would be at this time (1->spring, etc .)
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static int getTextureSize(CLuaState &ls);
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static int enableModalWindow(CLuaState &ls);
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static int disableModalWindow(CLuaState &ls);
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static int getPlayerPos(CLuaState &ls);
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static int getPlayerFront(CLuaState &ls);
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static int getPlayerDirection(CLuaState &ls);
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static int getPlayerGender(CLuaState &ls);
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static int getPlayerName(CLuaState &ls);
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static int getPlayerTitleRaw(CLuaState &ls);
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static int getPlayerTitle(CLuaState &ls);
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static int getTargetPos(CLuaState &ls);
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static int getTargetFront(CLuaState &ls);
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static int getTargetDirection(CLuaState &ls);
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static int getTargetGender(CLuaState &ls);
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static int getTargetName(CLuaState &ls);
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static int getTargetTitleRaw(CLuaState &ls);
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static int getTargetTitle(CLuaState &ls);
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static int addSearchPathUser(CLuaState &ls);
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static int getClientCfgVar(CLuaState &ls);
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static int isPlayerFreeTrial(CLuaState &ls);
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static int isPlayerNewbie(CLuaState &ls);
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static int isInRingMode(CLuaState &ls);
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static int getUserRace(CLuaState &ls);
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static int getSheet2idx(CLuaState &ls);
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static int getTargetSlot(CLuaState &ls);
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static int getSlotDataSetId(CLuaState &ls);
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// LUA functions exported for Dev only (debug)
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static int deleteUI(CLuaState &ls); // params: CInterfaceElement*.... return: none
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static int deleteReflectable(CLuaState &ls); // params: CInterfaceElement*.... return: none
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static int dumpUI(CLuaState &ls); // params: CInterfaceElement*.... return: none
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static int setKeyboardContext(CLuaState &ls);
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static int getCompleteIslands(CLuaState &ls);
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static int getIslandId(CLuaState &ls);//TEMP
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///////////////////////////// Standard Lua stuff ends here //////////////////////////////////////////////
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static sint32 getDbProp(const std::string &dbProp); // return 0 if not found.
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static void setDbProp(const std::string &dbProp, sint32 value); // Nb: the db prop is not created if not present.
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static void addDbProp(const std::string &dbProp, sint32 value); // Nb: the db prop is created if not present.
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static void delDbProp(const std::string &dbProp);
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public:
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// Print a message in the log.
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// Lua messages must be enabled (with ClientCfg.DisplayLuaDebugInfo = 1)
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// Additionnally, if ClientCfg.LuaDebugInfoGotoButtonEnabled is set, then
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// a button will be created near the line to allow to goto the lua line that issued the message
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// by using an external editor
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static void debugInfo(const std::string &dbg);
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// Print a message in the log
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// No 'goto file' button is created
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// Lua messages must be enabled (with ClientCfg.DisplayLuaDebugInfo = 1)
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static void dumpCallStack(int startStackLevel = 0);
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/** execute function that is currently on the stack, possibly outputing error messages to the log
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* \return true if execution succeeded
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*/
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static bool executeFunctionOnStack(CLuaState &ls, int numArgs, int numRet);
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private:
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static void rawDebugInfo(const std::string &dbg);
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// Dump callstack in the console
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// Additionnally, if ClientCfg.LuaDebugInfoGotoButtonEnabled is set, then
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// buttons will be created in fonr of eahc line to allow to goto the lua line that issued the message
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// by using an external editor
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static void getCallStackAsString(int startStackLevel, std::string &result);
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static std::string getDefine(const std::string &def);
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static void setContextHelpText(const ucstring &text);
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static void messageBox(const ucstring &text);
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static void messageBox(const ucstring &text, const std::string &masterGroup);
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static void messageBox(const ucstring &text, const std::string &masterGroup, int caseMode);
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static void messageBox(const std::string &text);
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static void messageBoxWithHelp(const ucstring &text);
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static void messageBoxWithHelp(const ucstring &text, const std::string &masterGroup);
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static void messageBoxWithHelp(const ucstring &text, const std::string &masterGroup, int caseMode);
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static void messageBoxWithHelp(const std::string &text);
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static ucstring replacePvpEffectParam(const ucstring &str, sint32 parameter);
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static sint32 secondsSince1970ToHour(sint32 seconds);
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static void pauseBGDownloader();
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static void unpauseBGDownloader();
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static void requestBGDownloaderPriority(uint priority);
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static sint getBGDownloaderPriority();
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static ucstring getPatchLastErrorMessage();
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static bool isInGame();
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static uint32 getPlayerSelectedSlot();
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static bool isPlayerSlotNewbieLand(uint32 slot); // test if one of the player slot is a newbieland one, if not so, client must be patched in order to continue
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// GameInfo
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static sint32 getSkillIdFromName(const std::string &def);
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static ucstring getSkillLocalizedName(sint32 skillId);
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static sint32 getMaxSkillValue(sint32 skillId);
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static sint32 getBaseSkillValueMaxChildren(sint32 skillId);
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static sint32 getMagicResistChance(bool elementalSpell, sint32 casterSpellLvl, sint32 victimResistLvl);
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static sint32 getDodgeParryChance(sint32 attLvl, sint32 defLvl);
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static void browseNpcWebPage(const std::string &htmlId, const std::string &url, bool addParameters, double timeout);
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static void clearHtmlUndoRedo(const std::string &htmlId);
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static ucstring getDynString(sint32 dynStringId);
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static bool isDynStringAvailable(sint32 dynStringId);
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static bool isFullyPatched();
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static std::string getSheetType(const std::string &sheet);
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static std::string getSheetName(uint32 sheetId);
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static sint32 getFameIndex(const std::string &factionName);
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static std::string getFameName(sint32 fameIndex);
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static sint32 getFameDBIndex(sint32 fameIndex); // convert from the fame index
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static sint32 getFirstTribeFameIndex(); // fame index of the 1st tribe
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static sint32 getNbTribeFameIndex(); // number of tribe fame index (which are contiguous)
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static std::string getClientCfg(const std::string &varName);
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static bool fileExists(const std::string &fileName);
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static void sendMsgToServer(const std::string &msgName);
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static void sendMsgToServerPvpTag(bool pvpTag);
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static bool isGuildQuitAvailable();
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static void sortGuildMembers();
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static sint32 getNbGuildMembers();
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static std::string getGuildMemberName(sint32 nMemberId);
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static std::string getGuildMemberGrade(sint32 nMemberId);
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static bool isR2Player(const std::string &sheet);
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static std::string getR2PlayerRace(const std::string &sheet);
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static bool isR2PlayerMale(const std::string &sheet);
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// sheet access
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// TODO nico : using the reflection system on sheets would allow to export them to lua without these functions ...
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static std::string getCharacterSheetSkel(const std::string &sheet, bool isMale);
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static sint32 getSheetId(const std::string &itemName);
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static sint getCharacterSheetRegionForce(const std::string &sheet);
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static sint getCharacterSheetRegionLevel(const std::string &sheet);
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static std::string getRegionByAlias(uint32 alias);
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// open the window to do a tell to 'player', if 'msg' is not empty, then the message will be sent immediatly
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// else, current command of the chat window will be replaced with tell 'player'
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static void tell(const ucstring &player, const ucstring &msg);
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static bool isRingAccessPointInReach();
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static void updateTooltipCoords();
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// test if the ctrl key is down (NB nico : I didn't add other key,
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// because it would be too easy to write a key recorder ...)
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static bool isCtrlKeyDown();
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static std::string encodeURLUnicodeParam(const ucstring &text);
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static sint32 getPlayerLevel(); // get max level among player skills (magi, combat, crafting ,foraging)
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static sint64 getPlayerVpa();
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static sint64 getPlayerVpb();
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static sint64 getPlayerVpc();
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static sint32 getTargetLevel(); // get current, precise level of the selected target, or -1 if there's no such selected target
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static sint32 getTargetForceRegion(); // get 'force region' for current target, or -1 if there's no selected target
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static sint32 getTargetLevelForce(); // get 'level force' for current target, or -1 if there's no selected target
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static ucstring getTargetSheet(); // get the name of the target sheet (like 'zoha2old.creature')
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static sint64 getTargetVpa();
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static sint64 getTargetVpb();
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static sint64 getTargetVpc();
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static bool isTargetNPC(); // return 'true' if the target is an npc
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static bool isTargetPlayer(); // return 'true' if the target is a player
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static bool isTargetUser(); // return 'true' if the target is the user
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static bool isPlayerInPVPMode();
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static bool isTargetInPVPMode();
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public:
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// Create a special tag that will add a 'goto' button for the given file and line
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// The tag should be appended in front of a string to use with 'rawDebugInfo'.
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// when the final string will be printed, a button will be created in front of it
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// Requires that 'ClientCfg.LuaDebugInfoGotoButtonEnabled' is set to 1, else
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// a, empty tag is returned
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static std::string createGotoFileButtonTag(const char *fileName, uint line);
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};
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#endif
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