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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]>
167 lines
4.1 KiB
C++
167 lines
4.1 KiB
C++
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#include "audio_stream.h"
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#include "sound/audiostr.h"
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namespace scripting {
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namespace api {
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//**********HANDLE: Asteroid
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ADE_OBJ_NO_MULTI(l_AudioStream, int, "audio_stream", "An audio stream handle");
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ADE_OBJ_VALIDATOR(l_AudioStream, idx, idx >= 0);
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ADE_FUNC(play,
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l_AudioStream,
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"[number volume = -1.0 /* By default sets the last used volume of this stream, if applicable. Otherwise, uses preset volume of the stream type */, boolean loop = false]",
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"Starts playing the audio stream",
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"boolean",
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"true on success, false otherwise")
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{
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int streamHandle = -1;
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float volume = -1.0f;
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bool loop = false;
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if (!ade_get_args(L, "o|fb", l_AudioStream.Get(&streamHandle), &volume, &loop)) {
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return ADE_RETURN_FALSE;
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}
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if (streamHandle < 0) {
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return ade_set_args(L, "b", false);
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}
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audiostream_play(streamHandle, volume, loop ? 1 : 0);
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return ade_set_args(L, "b", true);
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}
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ADE_FUNC(pause, l_AudioStream, nullptr, "Pauses the audio stream", "boolean", "true on success, false otherwise")
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{
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int streamHandle = -1;
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if (!ade_get_args(L, "o", l_AudioStream.Get(&streamHandle))) {
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return ADE_RETURN_FALSE;
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}
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if (streamHandle < 0) {
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return ADE_RETURN_FALSE;
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}
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audiostream_pause(streamHandle, true);
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return ade_set_args(L, "b", true);
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}
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ADE_FUNC(unpause, l_AudioStream, nullptr, "Unpauses the audio stream", "boolean", "true on success, false otherwise")
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{
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int streamHandle = -1;
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if (!ade_get_args(L, "o", l_AudioStream.Get(&streamHandle))) {
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return ADE_RETURN_FALSE;
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}
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if (streamHandle < 0) {
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return ADE_RETURN_FALSE;
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}
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audiostream_unpause(streamHandle, true);
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return ade_set_args(L, "b", true);
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}
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ADE_FUNC(stop,
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l_AudioStream,
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nullptr,
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"Stops the audio stream so that it can be started again later",
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"boolean",
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"true on success, false otherwise")
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{
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int streamHandle = -1;
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if (!ade_get_args(L, "o", l_AudioStream.Get(&streamHandle))) {
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return ADE_RETURN_FALSE;
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}
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if (streamHandle < 0) {
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return ADE_RETURN_FALSE;
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}
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audiostream_stop(streamHandle);
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return ade_set_args(L, "b", true);
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}
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ADE_FUNC(close,
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l_AudioStream,
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"[boolean fade = true]",
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"Irrevocably closes the audio file and optionally fades the music before stopping playback. This invalidates the "
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"audio stream handle.",
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"boolean",
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"true on success, false otherwise")
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{
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// We get ourself a pointer here so that we can invalidate the passed handle since otherwise it might be possible to
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// still call functions on that handle
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int* streamHandlePointer = nullptr;
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bool fade = true;
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if (!ade_get_args(L, "o|b", l_AudioStream.GetPtr(&streamHandlePointer), &fade)) {
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return ADE_RETURN_FALSE;
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}
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if (streamHandlePointer == nullptr) {
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return ADE_RETURN_FALSE;
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}
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if (*streamHandlePointer < 0) {
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return ADE_RETURN_FALSE;
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}
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audiostream_close_file(*streamHandlePointer, fade);
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// Invalidate the handle so that it cannot be reused
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*streamHandlePointer = -1;
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return ade_set_args(L, "b", true);
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}
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ADE_FUNC(isPlaying,
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l_AudioStream,
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nullptr,
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"Determines if the audio stream is still playing",
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"boolean",
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"true when still playing, false otherwise")
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{
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int streamHandle = -1;
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if (!ade_get_args(L, "o", l_AudioStream.Get(&streamHandle))) {
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return ADE_RETURN_FALSE;
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}
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if (streamHandle < 0) {
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return ADE_RETURN_FALSE;
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}
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return ade_set_args(L, "b", audiostream_is_playing(streamHandle) != 0);
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}
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ADE_FUNC(setVolume, l_AudioStream, "number volume", "Sets the volume of the audio stream, 0 - 1", "boolean", "true on success, false otherwise")
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{
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int streamHandle = -1;
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float volume = -1.0f;
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if (!ade_get_args(L, "of", l_AudioStream.Get(&streamHandle), &volume)) {
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return ADE_RETURN_FALSE;
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}
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if (streamHandle < 0) {
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return ADE_RETURN_FALSE;
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}
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audiostream_set_volume(streamHandle, volume);
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(getDuration, l_AudioStream, nullptr, "Gets the duration of the stream", "number", "the duration in float seconds or nil if invalid")
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{
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int streamHandle = -1;
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if (!ade_get_args(L, "o", l_AudioStream.Get(&streamHandle))) {
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return ADE_RETURN_NIL;
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}
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if (streamHandle < 0) {
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return ADE_RETURN_NIL;
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}
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return ade_set_args(L, "f", (float)audiostream_get_duration(streamHandle));
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}
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} // namespace api
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} // namespace scripting
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