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80 lines
2.1 KiB
C++
80 lines
2.1 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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return &Help_text[section];
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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 (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 (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 (each as a string) in the help section", "table", "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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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 (each as a string) in the help section", "table", "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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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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