134 lines
4.0 KiB
C++
134 lines
4.0 KiB
C++
#include "lua_commons.hpp"
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#include "api_lua.hpp"
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#include "LuaState.hpp"
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#include "../../../assets/Assets.hpp"
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#include "../../../content/Content.hpp"
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#include "../../../engine.hpp"
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#include "../../../frontend/hud.hpp"
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#include "../../../frontend/UiDocument.hpp"
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#include "../../../graphics/ui/elements/InventoryView.hpp"
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#include "../../../items/Inventories.hpp"
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#include "../../../logic/BlocksController.hpp"
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#include "../../../voxels/Block.hpp"
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#include "../../../voxels/Chunks.hpp"
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#include "../../../voxels/voxel.hpp"
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#include "../../../world/Level.hpp"
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#include "../scripting.hpp"
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#include <iostream>
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#include <glm/glm.hpp>
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namespace scripting {
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extern Hud* hud;
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}
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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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}
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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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}
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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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lua::luaint x = lua_tointeger(L, 1);
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lua::luaint y = lua_tointeger(L, 2);
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lua::luaint 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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if (vox == nullptr) {
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luaL_error(L, "block does not exists at %d %d %d", x, y, z);
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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 layout = assets->getLayout(def->uiLayout);
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if (layout == nullptr) {
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luaL_error(L, "block '%s' has no ui layout", def->name.c_str());
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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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);
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lua_pushinteger(L, id);
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lua_pushstring(L, def->uiLayout.c_str());
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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 assets = scripting::engine->getAssets();
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auto layout = assets->getLayout(name);
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if (layout == nullptr) {
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luaL_error(L, "there is no ui layout '%s'", name);
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}
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scripting::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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auto layout = assets->getLayout(name);
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if (layout == nullptr) {
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luaL_error(L, "layout '%s' is not found", name);
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}
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return layout;
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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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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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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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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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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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if (inventory == nullptr) {
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lua_pushinteger(L, 0);
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} else {
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lua_pushinteger(L, inventory->getId());
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}
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return 1;
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}
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const luaL_Reg hudlib [] = {
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{"open_inventory", lua_wrap_errors<l_hud_open_inventory>},
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{"close_inventory", lua_wrap_errors<l_hud_close_inventory>},
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{"open_block", lua_wrap_errors<l_hud_open_block>},
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{"open_permanent", lua_wrap_errors<l_hud_open_permanent>},
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{"show_overlay", lua_wrap_errors<l_hud_show_overlay>},
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{"get_block_inventory", lua_wrap_errors<l_hud_get_block_inventory>},
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{"close", lua_wrap_errors<l_hud_close>},
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{"pause", lua_wrap_errors<l_hud_pause>},
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{"resume", lua_wrap_errors<l_hud_resume>},
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{NULL, NULL}
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};
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