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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]>
91 lines
2.0 KiB
C++
91 lines
2.0 KiB
C++
//
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//
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#include "eye.h"
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#include "vecmath.h"
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namespace scripting {
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namespace api {
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eye_h::eye_h() {
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model = -1;
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eye_idx = -1;
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}
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eye_h::eye_h(int n_m, int n_e) {
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model = n_m;
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eye_idx = n_e;
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}
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bool eye_h::isValid() const {
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polymodel* pm = NULL;
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return (model > -1
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&& (pm = model_get(model)) != NULL
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&& eye_idx > -1
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&& eye_idx < pm->n_view_positions);
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}
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ADE_OBJ(l_Eyepoint, eye_h, "eyepoint", "Eyepoint handle");
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ADE_VIRTVAR(Normal, l_Eyepoint, "vector", "Eyepoint normal", "vector", "Eyepoint normal, or null vector if handle is invalid")
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{
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eye_h *eh;
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vec3d *v;
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if(!ade_get_args(L, "o|o", l_Eyepoint.GetPtr(&eh), l_Vector.GetPtr(&v)))
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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if(!eh->isValid())
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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polymodel *pm = model_get(eh->model);
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if(ADE_SETTING_VAR && v != NULL)
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{
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pm->view_positions[eh->eye_idx].norm = *v;
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}
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return ade_set_args(L, "o", l_Vector.Set(pm->view_positions[eh->eye_idx].norm));
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}
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ADE_VIRTVAR(Position, l_Eyepoint, "vector", "Eyepoint location (Local vector)", "vector", "Eyepoint location, or null vector if handle is invalid")
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{
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eye_h *eh;
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vec3d *v;
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if(!ade_get_args(L, "o|o", l_Eyepoint.GetPtr(&eh), l_Vector.GetPtr(&v)))
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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if(!eh->isValid())
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return ade_set_error(L, "o", l_Vector.Set(vmd_zero_vector));
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polymodel *pm = model_get(eh->model);
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if(ADE_SETTING_VAR && v != NULL)
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{
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pm->view_positions[eh->eye_idx].pnt = *v;
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}
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return ade_set_args(L, "o", l_Vector.Set(pm->view_positions[eh->eye_idx].pnt));
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}
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ADE_FUNC_DEPRECATED(IsValid,
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l_Eyepoint,
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nullptr,
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"Detect whether this handle is valid",
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"boolean",
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"true if valid false otherwise",
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gameversion::version(24, 0),
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"IsValid is named with the incorrect case. Use isValid instead.")
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{
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eye_h *eh = nullptr;
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if (!ade_get_args(L, "o", l_Eyepoint.GetPtr(&eh)))
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{
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return ADE_RETURN_FALSE;
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}
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return ade_set_args(L, "b", eh->isValid());
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}
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}
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}
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