minetest/src/guiLuaApi.h

190 lines
5.2 KiB
C++

/*
Minetest
Copyright (C) 2013 sapier
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef GUILUAAPI_H_
#define GUILUAAPI_H_
/******************************************************************************/
/* Includes */
/******************************************************************************/
#include "serverlist.h"
/******************************************************************************/
/* Typedefs and macros */
/******************************************************************************/
typedef int (*lua_CFunction) (lua_State *L);
/******************************************************************************/
/* forward declarations */
/******************************************************************************/
class GUIEngine;
/******************************************************************************/
/* declarations */
/******************************************************************************/
/** Implementation of lua api support for mainmenu */
class guiLuaApi {
public:
/**
* initialize given Lua stack
* @param L lua stack to initialize
* @param engine pointer to GUIEngine element to use as reference
*/
static void initialize(lua_State* L,GUIEngine* engine);
/** default destructor */
virtual ~guiLuaApi() {}
private:
/**
* read a text variable from gamedata table within lua stack
* @param L stack to read variable from
* @param name name of variable to read
* @return string value of requested variable
*/
static std::string getTextData(lua_State *L, std::string name);
/**
* read a integer variable from gamedata table within lua stack
* @param L stack to read variable from
* @param name name of variable to read
* @return integer value of requested variable
*/
static int getIntegerData(lua_State *L, std::string name,bool& valid);
/**
* read a bool variable from gamedata table within lua stack
* @param L stack to read variable from
* @param name name of variable to read
* @return bool value of requested variable
*/
static int getBoolData(lua_State *L, std::string name,bool& valid);
/**
* get the corresponding engine pointer from a lua stack
* @param L stack to read pointer from
* @return pointer to GUIEngine
*/
static GUIEngine* get_engine(lua_State *L);
/**
* register a static member function as lua api call at current position of stack
* @param L stack to registe fct to
* @param name of function within lua
* @param fct C-Function to call on lua call of function
* @param top current top of stack
*/
static bool registerFunction( lua_State* L,
const char* name,
lua_CFunction fct,
int top
);
/**
* check if a path is within some of minetests folders
* @param path path to check
* @return true/false
*/
static bool isMinetestPath(std::string path);
//api calls
static int l_start(lua_State *L);
static int l_close(lua_State *L);
static int l_create_world(lua_State *L);
static int l_delete_world(lua_State *L);
static int l_get_worlds(lua_State *L);
static int l_get_games(lua_State *L);
static int l_get_favorites(lua_State *L);
static int l_delete_favorite(lua_State *L);
static int l_get_version(lua_State *L);
static int l_sound_play(lua_State *L);
static int l_sound_stop(lua_State *L);
//gui
static int l_show_keys_menu(lua_State *L);
static int l_show_file_open_dialog(lua_State *L);
static int l_set_topleft_text(lua_State *L);
static int l_set_clouds(lua_State *L);
static int l_get_textlist_index(lua_State *L);
static int l_set_background(lua_State *L);
static int l_update_formspec(lua_State *L);
//settings
static int l_setting_set(lua_State *L);
static int l_setting_get(lua_State *L);
static int l_setting_getbool(lua_State *L);
static int l_setting_setbool(lua_State *L);
//filesystem
static int l_get_scriptdir(lua_State *L);
static int l_get_modpath(lua_State *L);
static int l_get_gamepath(lua_State *L);
static int l_get_texturepath(lua_State *L);
static int l_get_dirlist(lua_State *L);
static int l_create_dir(lua_State *L);
static int l_delete_dir(lua_State *L);
static int l_copy_dir(lua_State *L);
static int l_extract_zip(lua_State *L);
static int l_get_modstore_details(lua_State *L);
static int l_get_modstore_list(lua_State *L);
static int l_download_file(lua_State *L);
};
#endif