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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-19 03:05:29 +02:00

Code style fixes.

This commit is contained in:
SFENCE
2024-09-04 19:15:39 +02:00
committed by sfence
parent 24e9db07ec
commit af3f696423
43 changed files with 493 additions and 484 deletions

View File

@@ -21,20 +21,19 @@ extern "C" {
#include <lua.h>
}
std::string getstringfield_default(lua_State *L, int table,
const char *fieldname, const std::string &default_);
bool getboolfield_default(lua_State *L, int table,
const char *fieldname, bool default_);
float getfloatfield_default(lua_State *L, int table,
const char *fieldname, float default_);
int getintfield_default(lua_State *L, int table,
const char *fieldname, int default_);
std::string getstringfield_default(lua_State *L, int table,
const char *fieldname, const std::string &default_);
bool getboolfield_default(lua_State *L, int table,
const char *fieldname, bool default_);
float getfloatfield_default(lua_State *L, int table,
const char *fieldname, float default_);
int getintfield_default(lua_State *L, int table,
const char *fieldname, int default_);
bool check_field_or_nil(lua_State *L, int index, int type, const char *fieldname);
template<typename T>
bool getintfield(lua_State *L, int table,
const char *fieldname, T &result)
bool getintfield(lua_State *L, int table, const char *fieldname, T &result)
{
lua_getfield(L, table, fieldname);
bool got = false;
@@ -47,43 +46,41 @@ bool getintfield(lua_State *L, int table,
}
// Retrieve an v3s16 where all components are optional (falls back to default)
v3s16 getv3s16field_default(lua_State *L, int table,
const char *fieldname, v3s16 default_);
v3s16 getv3s16field_default(lua_State *L, int table,
const char *fieldname, v3s16 default_);
bool getstringfield(lua_State *L, int table,
const char *fieldname, std::string &result);
bool getstringfield(lua_State *L, int table,
const char *fieldname, std::string_view &result);
size_t getstringlistfield(lua_State *L, int table,
const char *fieldname,
std::vector<std::string> *result);
bool getboolfield(lua_State *L, int table,
const char *fieldname, bool &result);
bool getfloatfield(lua_State *L, int table,
const char *fieldname, float &result);
bool getstringfield(lua_State *L, int table,
const char *fieldname, std::string &result);
bool getstringfield(lua_State *L, int table,
const char *fieldname, std::string_view &result);
size_t getstringlistfield(lua_State *L, int table,
const char *fieldname, std::vector<std::string> *result);
bool getboolfield(lua_State *L, int table,
const char *fieldname, bool &result);
bool getfloatfield(lua_State *L, int table,
const char *fieldname, float &result);
void setstringfield(lua_State *L, int table,
const char *fieldname, const std::string &value);
void setintfield(lua_State *L, int table,
const char *fieldname, int value);
void setfloatfield(lua_State *L, int table,
const char *fieldname, float value);
void setboolfield(lua_State *L, int table,
const char *fieldname, bool value);
void setstringfield(lua_State *L, int table,
const char *fieldname, const std::string &value);
void setintfield(lua_State *L, int table,
const char *fieldname, int value);
void setfloatfield(lua_State *L, int table,
const char *fieldname, float value);
void setboolfield(lua_State *L, int table,
const char *fieldname, bool value);
v3f checkFloatPos (lua_State *L, int index);
v2f check_v2f (lua_State *L, int index);
v3f check_v3f (lua_State *L, int index);
v3s16 check_v3s16 (lua_State *L, int index);
v3f checkFloatPos(lua_State *L, int index);
v2f check_v2f(lua_State *L, int index);
v3f check_v3f(lua_State *L, int index);
v3s16 check_v3s16(lua_State *L, int index);
v3f read_v3f (lua_State *L, int index);
v2f read_v2f (lua_State *L, int index);
v2s16 read_v2s16 (lua_State *L, int index);
v2s32 read_v2s32 (lua_State *L, int index);
video::SColor read_ARGB8 (lua_State *L, int index);
bool read_color (lua_State *L, int index,
video::SColor *color);
bool is_color_table (lua_State *L, int index);
v3f read_v3f(lua_State *L, int index);
v2f read_v2f(lua_State *L, int index);
v2s16 read_v2s16(lua_State *L, int index);
v2s32 read_v2s32(lua_State *L, int index);
video::SColor read_ARGB8(lua_State *L, int index);
bool read_color(lua_State *L, int index, video::SColor *color);
bool is_color_table (lua_State *L, int index);
/**
* Read a floating-point axis-aligned box from Lua.
@@ -96,32 +93,30 @@ bool is_color_table (lua_State *L, int index);
*
* @return the box corresponding to lua table
*/
aabb3f read_aabb3f (lua_State *L, int index, f32 scale);
aabb3f read_aabb3f(lua_State *L, int index, f32 scale);
v3s16 read_v3s16 (lua_State *L, int index);
v3s16 read_v3s16(lua_State *L, int index);
std::vector<aabb3f> read_aabb3f_vector (lua_State *L, int index, f32 scale);
size_t read_stringlist (lua_State *L, int index,
std::vector<std::string> *result);
size_t read_stringlist(lua_State *L, int index,
std::vector<std::string> *result);
void push_v2s16 (lua_State *L, v2s16 p);
void push_v2s32 (lua_State *L, v2s32 p);
void push_v2u32 (lua_State *L, v2u32 p);
void push_v3s16 (lua_State *L, v3s16 p);
void push_aabb3f (lua_State *L, aabb3f box, f32 divisor = 1.0f);
void push_ARGB8 (lua_State *L, video::SColor color);
void pushFloatPos (lua_State *L, v3f p);
void push_v3f (lua_State *L, v3f p);
void push_v2f (lua_State *L, v2f p);
void push_aabb3f_vector (lua_State *L, const std::vector<aabb3f> &boxes,
f32 divisor = 1.0f);
void push_v2s16(lua_State *L, v2s16 p);
void push_v2s32(lua_State *L, v2s32 p);
void push_v2u32(lua_State *L, v2u32 p);
void push_v3s16(lua_State *L, v3s16 p);
void push_aabb3f(lua_State *L, aabb3f box, f32 divisor = 1.0f);
void push_ARGB8(lua_State *L, video::SColor color);
void pushFloatPos(lua_State *L, v3f p);
void push_v3f(lua_State *L, v3f p);
void push_v2f(lua_State *L, v2f p);
void push_aabb3f_vector(lua_State *L, const std::vector<aabb3f> &boxes,
f32 divisor = 1.0f);
void warn_if_field_exists(lua_State *L, int table,
const char *fieldname,
std::string_view name,
std::string_view message);
void warn_if_field_exists(lua_State *L, int table, const char *fieldname,
std::string_view name, std::string_view message);
size_t write_array_slice_float(lua_State *L, int table_index, float *data,
v3u16 data_size, v3u16 slice_offset, v3u16 slice_size);
v3u16 data_size, v3u16 slice_offset, v3u16 slice_size);
// This must match the implementation in builtin/game/misc_s.lua
// Note that this returns a floating point result as Lua integers are 32-bit