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* Automatically generate the isValid() Lua API function for handle types If an ADE object's stored type has an isValid() member, ade_obj now registers an isValid function for it automatically. An explicit ADE_FUNC(isValid, ...) declared after the ADE_OBJ replaces the generated one, so types with special semantics (e.g. sound) keep their own. The 67 hand-written functions that merely delegated to the member are removed, and 26 types that previously exposed no isValid() gain one. Co-Authored-By: Claude Fable 5.1 <[email protected]> * Add ADE_OBJ_VALIDATOR for index-based Lua handles Int-index handles (shipclass, weaponclass, team, etc.) can now declare their validity predicate with a single ADE_OBJ_VALIDATOR or ADE_OBJ_VALIDATOR_RANGE line after the ADE_OBJ. The registered validator drives the generated isValid() function and is also honored by ade_set_args when the mod table asks for nil instead of invalid objects, which previously never applied to these handles. The 19 hand-written range-check functions are replaced, and loadout_ship, default_primary, default_secondary, and support_rearm_pool_team gain isValid(). Add a validator to HudGauge while we're at it. Also fully qualify the scripting namespace in LuaConvert.h so its templates can be instantiated from the unit tests. Co-Authored-By: Claude Fable 5.1 <[email protected]> --------- Co-authored-by: Claude Fable 5.1 <[email protected]>
100 lines
2.5 KiB
C++
100 lines
2.5 KiB
C++
#include "gamehelp.h"
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#include "gamehelp/gameplayhelp.h"
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namespace scripting {
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namespace api {
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help_section_h::help_section_h() : section(-1) {}
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help_section_h::help_section_h(int l_section) : section(l_section) {}
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gameplay_help_section* help_section_h::getSection() const
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{
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if (!isValid())
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return nullptr;
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return &Help_text[section];
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}
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bool help_section_h::isValid() const
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{
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return section >= 0 && section < (int)Help_text.size();
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}
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//**********HANDLE: help section
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ADE_OBJ(l_Help_Section, help_section_h, "help_section", "Help Section handle");
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ADE_VIRTVAR(Title, l_Help_Section, nullptr, "The title of the help section", "string", "The title")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getSection()->title);
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}
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ADE_VIRTVAR(Header, l_Help_Section, nullptr, "The header of the help section", "string", "The header")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getSection()->header);
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}
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ADE_VIRTVAR(Keys, l_Help_Section, nullptr, "Gets a table of keys in the help section", "{ number => string ... }", "The keys table")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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auto table = luacpp::LuaTable::create(L);
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if (!current.isValid()) {
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return ade_set_error(L, "t", &table);
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}
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for (size_t i = 0; i < current.getSection()->key.size(); i++) {
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table.addValue(i + 1, current.getSection()->key[i]); //translate to Lua index
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}
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return ade_set_args(L, "t", &table);
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}
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ADE_VIRTVAR(Texts, l_Help_Section, nullptr, "Gets a table of texts in the help section", "{ number => string ... }", "The texts table")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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auto table = luacpp::LuaTable::create(L);
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if (!current.isValid()) {
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return ade_set_error(L, "t", &table);
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}
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for (size_t i = 0; i < current.getSection()->text.size(); i++) {
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table.addValue(i + 1, current.getSection()->text[i]); //translate to Lua index
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}
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return ade_set_args(L, "t", &table);
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}
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} // namespace api
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} // namespace scripting
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