khanat-opennel-code/code/ryzom/client/src/interface_v3/lua_ihm_ryzom.h

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