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Goober5000andClaude Fable 5.1 37b0b6ea82 Standardize isValid across the Lua API by making the types auto-generate it (#7761)
* 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]>

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Co-authored-by: Claude Fable 5.1 <[email protected]>
2026-09-08 10:50:53 -04:00

64 lines
994 B
C++

#pragma once
#include <sound/ds.h>
#include "scripting/ade_api.h"
#include "gamesnd/gamesnd.h"
#include "sound/sound.h"
namespace scripting {
namespace api {
struct sound_entry_h
{
gamesnd_id idx;
sound_entry_h();
explicit sound_entry_h(gamesnd_id n_idx);
game_snd *Get() const;
bool isValid() const;
};
//**********HANDLE: SoundEntry
DECLARE_ADE_OBJ(l_SoundEntry, sound_entry_h);
struct sound_h
{
sound_entry_h entryh;
sound_handle sig;
sound_h();
sound_h(gamesnd_id n_gs_idx, sound_handle n_sig);
sound_handle getSignature() const;
bool isValid() const; // This is the function that is checked by ade_set_args
bool isValidWithEntry() const;
};
//**********HANDLE: Sound
DECLARE_ADE_OBJ(l_Sound, sound_h);
DECLARE_ADE_OBJ(l_Sound3D, sound_h);
//**********HANDLE: Soundfile
struct soundfile_h {
sound_load_id idx;
explicit soundfile_h(sound_load_id id = sound_load_id::invalid());
bool isValid() const;
};
DECLARE_ADE_OBJ(l_Soundfile, soundfile_h);
}
}