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Fixes a minor bug that incorrectly draws Rectangles to a scripted HUD gauge. The third and fourht arguments needed to be width and heigth, not x2 and y2.
196 lines
5.4 KiB
C++
196 lines
5.4 KiB
C++
//
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//
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#include "hudgauge.h"
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#include "hud/hudscripting.h"
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#include "texture.h"
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namespace scripting {
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namespace api {
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ADE_OBJ(l_HudGauge, HudGauge*, "HudGauge", "HUD Gauge handle");
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ADE_VIRTVAR(Name, l_HudGauge, "string", "Custom HUD Gauge name", "string", "Custom HUD Gauge name, or nil if handle is invalid")
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{
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HudGauge* gauge;
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if (!ade_get_args(L, "o", l_HudGauge.Get(&gauge)))
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return ADE_RETURN_NIL;
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if (gauge->getObjectType() != HUD_OBJECT_CUSTOM)
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return ADE_RETURN_NIL;
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return ade_set_args(L, "s", gauge->getCustomGaugeName());
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}
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ADE_VIRTVAR(Text, l_HudGauge, "string", "Custom HUD Gauge text", "string", "Custom HUD Gauge text, or nil if handle is invalid")
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{
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HudGauge* gauge;
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const char* text = nullptr;
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if (!ade_get_args(L, "o|s", l_HudGauge.Get(&gauge), &text))
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return ADE_RETURN_NIL;
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if (gauge->getObjectType() != HUD_OBJECT_CUSTOM)
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return ADE_RETURN_NIL;
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if (ADE_SETTING_VAR && text != NULL)
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{
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gauge->updateCustomGaugeText(text);
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}
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return ade_set_args(L, "s", gauge->getCustomGaugeText());
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}
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ADE_VIRTVAR(RenderFunction,
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l_HudGauge,
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"function (HudGaugeDrawFunctions gauge_handle)",
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"For scripted HUD gauges, the function that will be called for rendering the HUD gauge",
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"function (HudGaugeDrawFunctions gauge_handle)",
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"Render function or nil if no action is set or handle is invalid") {
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HudGauge* gauge;
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luacpp::LuaFunction func;
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if (!ade_get_args(L, "o|u", l_HudGauge.Get(&gauge), &func)) {
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return ADE_RETURN_NIL;
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}
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if (gauge->getObjectType() != HUD_OBJECT_SCRIPTING) {
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return ADE_RETURN_NIL;
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}
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auto scriptedGauge = static_cast<HudGaugeScripting*>(gauge);
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if (ADE_SETTING_VAR && func.isValid()) {
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scriptedGauge->setRenderFunction(func);
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}
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return ade_set_args(L, "u", scriptedGauge->getRenderFunction());
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}
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ADE_OBJ(l_HudGaugeDrawFuncs,
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HudGauge*,
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"HudGaugeDrawFunctions",
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"Handle to the rendering functions used for HUD gauges. Do not keep a reference to this since these are only useful inside the rendering callback of a HUD gauge.");
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ADE_FUNC(drawString,
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l_HudGaugeDrawFuncs,
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"string text, number x, number y",
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"Draws a string in the context of the HUD gauge.",
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"boolean",
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"true on success, false otherwise") {
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HudGauge* gauge;
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float x;
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float y;
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const char* text;
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if (!ade_get_args(L, "osff", l_HudGaugeDrawFuncs.Get(&gauge), &text, &x, &y)) {
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return ADE_RETURN_FALSE;
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}
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int gauge_x, gauge_y;
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gauge->getPosition(&gauge_x, &gauge_y);
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gauge->renderString(fl2i(gauge_x + x), fl2i(gauge_y + y), text);
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(drawLine, l_HudGaugeDrawFuncs, "number X1, number Y1, number X2, number Y2",
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"Draws a line in the context of the HUD gauge.", "boolean", "true on success, false otherwise")
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{
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HudGauge* gauge;
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float x1;
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float y1;
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float x2;
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float y2;
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if (!ade_get_args(L, "offff", l_HudGaugeDrawFuncs.Get(&gauge), &x1, &y1, &x2, &y2)) {
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return ADE_RETURN_FALSE;
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}
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int gauge_x, gauge_y;
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gauge->getPosition(&gauge_x, &gauge_y);
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gauge->renderLine(fl2i(gauge_x + x1), fl2i(gauge_y + y1), fl2i(gauge_x + x2), fl2i(gauge_y + y2));
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(drawCircle, l_HudGaugeDrawFuncs, "number radius, number X, number Y, [boolean filled=true]",
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"Draws a circle in the context of the HUD gauge.", "boolean", "true on success, false otherwise")
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{
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HudGauge* gauge;
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float x;
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float y;
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float radius;
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bool filled=true;
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if (!ade_get_args(L, "offf|b", l_HudGaugeDrawFuncs.Get(&gauge), &radius, &x, &y, &filled)) {
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return ADE_RETURN_FALSE;
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}
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int gauge_x, gauge_y;
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gauge->getPosition(&gauge_x, &gauge_y);
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gauge->renderCircle(fl2i(gauge_x + x), fl2i(gauge_y + y), fl2i(radius*2), filled);
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(drawRectangle, l_HudGaugeDrawFuncs, "number X1, number Y1, number X2, number Y2, [boolean Filled=true]",
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"Draws a rectangle in the context of the HUD gauge.", "boolean", "true on success, false otherwise")
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{
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HudGauge* gauge;
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float x1;
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float y1;
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float x2;
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float y2;
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bool filled = true;
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if (!ade_get_args(L, "offff|b", l_HudGaugeDrawFuncs.Get(&gauge), &x1, &y1, &x2, &y2, &filled)) {
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return ADE_RETURN_FALSE;
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}
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int gauge_x, gauge_y;
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gauge->getPosition(&gauge_x, &gauge_y);
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if (filled) {
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gauge->renderRect(fl2i(gauge_x + x1), fl2i(gauge_y + y1), fl2i(x2-x1), fl2i(y2-y1));
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} else {
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gauge->renderLine(fl2i(gauge_x + x1), fl2i(gauge_y + y1), fl2i(gauge_x + x2), fl2i(gauge_y + y1));
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gauge->renderLine(fl2i(gauge_x + x1), fl2i(gauge_y + y2), fl2i(gauge_x + x2), fl2i(gauge_y + y2));
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gauge->renderLine(fl2i(gauge_x + x1), fl2i(gauge_y + y1), fl2i(gauge_x + x1), fl2i(gauge_y + y2));
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gauge->renderLine(fl2i(gauge_x + x2), fl2i(gauge_y + y1), fl2i(gauge_x + x2), fl2i(gauge_y + y2));
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}
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(drawImage, l_HudGaugeDrawFuncs, "texture handle Texture, [number X=0, Y=0]",
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"Draws an image in the context of the HUD gauge.", "boolean",
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"true on success, false otherwise")
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{
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HudGauge* gauge;
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texture_h* texture = nullptr;
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float x1 = 0;
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float y1 = 0;
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if (!ade_get_args(L, "oo|ff", l_HudGaugeDrawFuncs.Get(&gauge), l_Texture.GetPtr(&texture), &x1, &y1)) {
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return ADE_RETURN_FALSE;
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}
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if (!texture->isValid()) {
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return ADE_RETURN_FALSE;
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}
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int gauge_x, gauge_y;
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gauge->getPosition(&gauge_x, &gauge_y);
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gauge->renderBitmapColor(texture->handle, fl2i(gauge_x + x1), fl2i(gauge_y + y1));
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return ADE_RETURN_TRUE;
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}
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}
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}
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