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386 lines
20 KiB
C++
386 lines
20 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_LUA_IHM_H
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#define NL_LUA_IHM_H
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#include "nel/misc/types_nl.h"
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#include "lua_helper.h"
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namespace NLMISC
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{
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class CPolygon2D;
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class CVector2f;
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}
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class CReflectable;
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class CReflectedProperty;
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// ***************************************************************************
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/* Use this Exception for all LUA Error (eg: scripted passes bad number of paramters).
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* Does not herit from Exception because avoid nlinfo, because sent twice (catch then resent)
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* This is special to lua and IHM since it works with CLuaStackChecker, and also append to the error msg
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* the FileName/LineNumber
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*/
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class ELuaIHMException : public ELuaWrappedFunctionException
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{
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private:
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static CLuaState *getLuaState();
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public:
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ELuaIHMException() : ELuaWrappedFunctionException(getLuaState())
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{
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}
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ELuaIHMException(const std::string &reason) : ELuaWrappedFunctionException(getLuaState(), reason)
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{
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}
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ELuaIHMException(const char *format, ...) : ELuaWrappedFunctionException(getLuaState())
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{
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std::string reason;
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NLMISC_CONVERT_VARGS (reason, format, NLMISC::MaxCStringSize);
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init(getLuaState(), reason);
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}
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};
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// ***************************************************************************
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#define IHM_LUA_METATABLE "__ui_metatable"
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#define IHM_LUA_ENVTABLE "__ui_envtable"
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// ***************************************************************************
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/**
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* Define Functions to export from C to LUA
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2004
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*/
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class CLuaIHM
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{
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public:
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static void registerAll(CLuaState &ls);
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// CInterfaceElement management on stack, stored by a CRefPtr.
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static void pushUIOnStack(CLuaState &ls, class CInterfaceElement *pIE);
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static bool isUIOnStack(CLuaState &ls, sint index);
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static CInterfaceElement *getUIOnStack(CLuaState &ls, sint index);
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/** CReflectableInterfaceElement management on stack, stored by a CRefPtr.
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* May be called as well for ui element, because they derive from CReflectableRefPtrTarget
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*/
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static void pushReflectableOnStack(CLuaState &ls, class CReflectableRefPtrTarget *pRPT);
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static bool isReflectableOnStack(CLuaState &ls, sint index);
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static CReflectableRefPtrTarget *getReflectableOnStack(CLuaState &ls, sint index);
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// ucstring
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static bool pop(CLuaState &ls, ucstring &dest);
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static void push(CLuaState &ls, const ucstring &value);
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static bool isUCStringOnStack(CLuaState &ls, sint index);
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static bool getUCStringOnStack(CLuaState &ls, sint index, ucstring &dest);
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// RGBA
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static bool pop(CLuaState &ls, NLMISC::CRGBA &dest);
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// CVector2f
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static bool pop(CLuaState &ls, NLMISC::CVector2f &dest);
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// helper : get a 2D poly (a table of cvector2f) from a lua table (throw on fail)
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static void getPoly2DOnStack(CLuaState &ls, sint index, NLMISC::CPolygon2D &dest);
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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 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 dumpCallStack(int startStackLevel = 0);
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static void getCallStackAsString(int startStackLevel, std::string &result);
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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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// argument checkin helpers
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static void checkArgCount(CLuaState &ls, const char* funcName, uint nArgs); // check that number of argument is exactly the one required
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static void checkArgMin(CLuaState &ls, const char* funcName, uint nArgs); // check that number of argument is at least the one required
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static void checkArgMax(CLuaState &ls, const char* funcName, uint nArgs); // check that number of argument is at most the one required
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static void check(CLuaState &ls, bool ok, const std::string &failReason);
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static void checkArgType(CLuaState &ls, const char *funcName, uint index, int argType);
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static void checkArgTypeRGBA(CLuaState &ls, const char *funcName, uint index);
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static void checkArgTypeUIElement(CLuaState &ls, const char *funcName, uint index);
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static void checkArgTypeUCString(CLuaState &ls, const char *funcName, uint index);
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/** throw a lua expection (inside a C function called from lua) with the given reason, and the current call stack
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* The various check... function call this function when their test fails
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*/
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static void fails(CLuaState &ls, const char *format, ...);
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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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// pop a sint32 from a lua stack, throw an exception on fail
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static bool popSINT32(CLuaState &ls, sint32 & dest);
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bool popString(CLuaState &ls, std::string & dest);
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/** read/write between values on a lua stack & a property exported from a 'CReflectable' derived object
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* (throws on error)
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*/
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static void luaValueToReflectedProperty(CLuaState &ls, int stackIndex, CReflectable &target, const CReflectedProperty &property) throw(ELuaIHMException);
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// push a reflected property on the stack
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// NB : no check is done that 'property' is part of the class info of 'reflectedObject'
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static void luaValueFromReflectedProperty(CLuaState &ls, CReflectable &reflectedObject, const CReflectedProperty &property);
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private:
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static void registerBasics(CLuaState &ls);
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static void registerIHM(CLuaState &ls);
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static void createLuaEnumTable(CLuaState &ls, const std::string &str);
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// Functions for the ui metatable
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static class CInterfaceElement *getUIRelative(class CInterfaceElement *pIE, const std::string &propName);
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static int luaUIIndex(CLuaState &ls);
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static int luaUINewIndex(CLuaState &ls);
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static int luaUIEq(CLuaState &ls);
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static int luaUINext(CLuaState &ls);
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static int luaUIDtor(CLuaState &ls);
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static int luaClientCfgIndex(CLuaState &ls);
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static int luaClientCfgNewIndex(CLuaState &ls);
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/// \name Exported Functions
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// @{
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// LUA exported Functions with luabind
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static sint32 getPlayerLevel(); // get max level among player skills (magi, combat, crafting ,foraging)
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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 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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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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static uint32 getLocalTime();
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static double getPreciseLocalTime();
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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 std::string getDefine(const std::string &def);
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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 std::string findReplaceAll(const std::string &str, const std::string &search, const std::string &replace);
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static ucstring findReplaceAll(const ucstring &str, const ucstring &search, const ucstring &replace);
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static bool fileExists(const std::string &fileName);
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// just for ease of use
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static ucstring findReplaceAll(const ucstring &str, const std::string &search, const std::string &replace);
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static ucstring findReplaceAll(const ucstring &str, const std::string &search, const ucstring &replace);
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static ucstring findReplaceAll(const ucstring &str, const ucstring &search, const std::string &replace);
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static void setContextHelpText(const ucstring &text);
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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 void sendMsgToServer(const std::string &msgName);
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static void sendMsgToServerPvpTag(bool pvpTag);
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static ucstring replacePvpEffectParam(const ucstring &str, sint32 parameter);
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static std::string getRegionByAlias(uint32 alias);
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static void tell(const ucstring &player, const ucstring &msg); // 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 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 sint32 secondsSince1970ToHour(sint32 seconds);
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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 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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static sint getCharacterSheetRegionForce(const std::string &sheet);
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static sint getCharacterSheetRegionLevel(const std::string &sheet);
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static bool isCtrlKeyDown(); // 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 std::string encodeURLUnicodeParam(const ucstring &text);
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static bool isRingAccessPointInReach();
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static void updateTooltipCoords();
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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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static int getUI(CLuaState &ls); // params: "ui:interface:...". return: CInterfaceElement* (nil if error), an additionnal boolean parameter
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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 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 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 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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// 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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// @}
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// Function export tools
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static int runExprAndPushResult(CLuaState &ls, const std::string &expr); // Used by runExpr and runFct
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// Function to forward lua call to C++ to a 'lua method' exported from a reflected object
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static int luaMethodCall(lua_State *ls);
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static int getCompleteIslands(CLuaState &ls);
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static int getIslandId(CLuaState &ls);//TEMP
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};
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#endif // NL_LUA_IHM_H
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/* End of lua_ihm.h */
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