mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 11:01:49 +00:00
139 lines
4 KiB
C++
139 lines
4 KiB
C++
#include "api_lua.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 "../../../objects/Player.hpp"
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#include "../../../util/stringutil.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 <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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using namespace scripting;
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static int l_hud_open_inventory(lua::State*) {
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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 (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 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 = 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 = 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);
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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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auto name = lua::tostring(L, 1);
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bool playerInventory = lua::toboolean(L, 2);
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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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hud->showOverlay(layout, playerInventory);
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return 0;
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}
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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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}
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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(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(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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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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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 = hud->getBlockInventory();
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if (inventory == nullptr) {
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return lua::pushinteger(L, 0);
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} else {
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return lua::pushinteger(L, inventory->getId());
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}
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}
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static int l_hud_get_player(lua::State* L) {
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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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{"open_inventory", lua::wrap<l_hud_open_inventory>},
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{"close_inventory", lua::wrap<l_hud_close_inventory>},
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{"open_block", lua::wrap<l_hud_open_block>},
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{"open_permanent", lua::wrap<l_hud_open_permanent>},
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{"show_overlay", lua::wrap<l_hud_show_overlay>},
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{"get_block_inventory", lua::wrap<l_hud_get_block_inventory>},
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{"close", lua::wrap<l_hud_close>},
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{"pause", lua::wrap<l_hud_pause>},
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{"resume", lua::wrap<l_hud_resume>},
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{"get_player", lua::wrap<l_hud_get_player>},
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{NULL, NULL}
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};
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