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fs2open.github.com/code/scripting/api/objs/texture.cpp
T
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]>

---------

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

248 lines
7.2 KiB
C++

//
//
#include "texture.h"
#include "bmpman/bmpman.h"
#define BMPMAN_INTERNAL
#include "bmpman/bm_internal.h"
namespace scripting {
namespace api {
texture_h::texture_h() = default;
texture_h::texture_h(int bm, bool refcount, int parent_bm) : handle(bm), parent_handle(parent_bm) {
if (refcount && isValid())
bm_get_entry(parent_bm != -1 ? parent_bm : bm)->load_count++;
}
texture_h::~texture_h()
{
if (!isValid()) {
// There is nothing to release
return;
}
//Note: We previously checked the load count here to make sure we don't unload the texture if it is in use otherwise.
//That is dangerous, as if anything else locks a lua-created texture while lua loses scope of the texture, we leak
//the texture as the load_count from the creation in lua will never decrease. To fix this, we need to properly refcount
//the textures using load_count. Anything that creates a texture object must also increase load count, unless it is
//created in a way that already increases load_count (like bm_load). That way, a texture going out of scope needs to be
//released and is safed against memleaks. -Lafiel
//Note 2: Some textures, notably subframes of animations, aren't first-class bmpman citizens and mustn't be released directly.
//Otherwise it is possible (and has been observed in practice) that the parent texture get's deleted before all dependent objects,
//causing this release of the dependent object to clear unrelated textures that were assigned the previously freed spots.
//So instead, both lock and later unlock the parent texture rather than this child texture. -Lafiel
bm_release(parent_handle != -1 ? parent_handle : handle);
}
bool texture_h::isValid() const { return bm_is_valid(handle) != 0; }
texture_h::texture_h(texture_h&& other) noexcept {
*this = std::move(other);
}
texture_h& texture_h::operator=(texture_h&& other) noexcept {
if (this != &other) {
std::swap(handle, other.handle);
std::swap(parent_handle, other.parent_handle);
}
return *this;
}
//**********HANDLE: Texture
ADE_OBJ(l_Texture, texture_h, "texture", "Texture handle");
//WMC - int should NEVER EVER be an invalid handle. Return Nil instead. Nil FTW.
ADE_FUNC(__eq, l_Texture, "texture, texture", "Checks if two texture handles refer to the same texture", "boolean", "True if textures are equal")
{
texture_h* th;
texture_h* th2;
if (!ade_get_args(L, "oo", l_Texture.GetPtr(&th), l_Texture.GetPtr(&th2)))
return ADE_RETURN_NIL;
if (th->handle == th2->handle)
return ADE_RETURN_TRUE;
return ADE_RETURN_FALSE;
}
ADE_INDEXER(l_Texture, "number",
"Returns texture handle to specified frame number in current texture's animation."
"This means that [1] will always return the first frame in an animation, no matter what frame an animation is."
"You cannot change a texture animation frame.",
"texture",
"Texture handle, or invalid texture handle if index is invalid")
{
texture_h* th;
int frame=-1;
int newframe=-1; //WMC - Ignore for now
if (!ade_get_args(L, "oi|i", l_Texture.GetPtr(&th), &frame, &newframe))
return ade_set_error(L, "o", l_Texture.Set(texture_h()));
if(frame < 1)
return ade_set_error(L, "o", l_Texture.Set(texture_h()));
if (!th->isValid()) {
return ade_set_error(L, "o", l_Texture.Set(texture_h()));
}
//Get me some info
int num=-1;
int first = bm_get_info(th->handle, nullptr, nullptr, nullptr, &num);
//Check it's a valid one
if(first < 0 || frame > num)
return ade_set_error(L, "o", l_Texture.Set(texture_h()));
frame--; //Lua->FS2
//Get actual texture handle
frame = first + frame;
return ade_set_args(L, "o", l_Texture.Set(texture_h(frame, true, first)));
}
ADE_FUNC(unload, l_Texture, NULL, "Unloads a texture from memory", NULL, NULL)
{
texture_h* th;
if (!ade_get_args(L, "o", l_Texture.GetPtr(&th)))
return ADE_RETURN_NIL;
if (!th->isValid())
return ADE_RETURN_NIL;
bm_release(th->handle);
//WMC - invalidate this handle
th->handle = -1;
return ADE_RETURN_NIL;
}
ADE_FUNC(destroyRenderTarget, l_Texture, nullptr, "Destroys a texture's render target. Call this when done drawing to a texture, as it frees up resources.", nullptr, nullptr)
{
texture_h* th;
if (!ade_get_args(L, "o", l_Texture.GetPtr(&th)))
return ADE_RETURN_NIL;
if (!th->isValid())
return ADE_RETURN_NIL;
if (!bm_is_render_target(th->handle)) {
LuaError(L, "Tried to destroy a render target of a non-renderable texture!");
return ADE_RETURN_NIL;
}
bm_release_rendertarget(th->handle);
return ADE_RETURN_NIL;
}
ADE_FUNC(getFilename, l_Texture, NULL, "Returns filename for texture", "string", "Filename, or empty string if handle is invalid")
{
texture_h* th;
if (!ade_get_args(L, "o", l_Texture.GetPtr(&th)))
return ade_set_error(L, "s", "");
if (!th->isValid())
return ade_set_error(L, "s", "");
return ade_set_args(L, "s", bm_get_filename(th->handle));
}
ADE_FUNC(getWidth, l_Texture, NULL, "Gets texture width", "number", "Texture width, or 0 if handle is invalid")
{
texture_h* th;
if (!ade_get_args(L, "o", l_Texture.GetPtr(&th)))
return ade_set_error(L, "i", 0);
if (!th->isValid())
return ade_set_error(L, "i", 0);
int w = -1;
if (bm_get_info(th->handle, &w) < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", w);
}
ADE_FUNC(getHeight, l_Texture, NULL, "Gets texture height", "number", "Texture height, or 0 if handle is invalid")
{
texture_h* th;
if (!ade_get_args(L, "o", l_Texture.GetPtr(&th)))
return ade_set_error(L, "i", 0);
if (!th->isValid())
return ade_set_error(L, "i", 0);
int h=-1;
if (bm_get_info(th->handle, nullptr, &h) < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", h);
}
ADE_FUNC(getFPS, l_Texture, NULL,"Gets frames-per-second of texture", "number", "Texture FPS, or 0 if handle is invalid")
{
texture_h* th;
if (!ade_get_args(L, "o", l_Texture.GetPtr(&th)))
return ade_set_error(L, "i", 0);
if (!th->isValid())
return ade_set_error(L, "i", 0);
int fps=-1;
if (bm_get_info(th->handle, nullptr, nullptr, nullptr, nullptr, &fps) < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", fps);
}
ADE_FUNC(getFramesLeft, l_Texture, NULL, "Gets number of frames left, from handle's position in animation", "number", "Frames left, or 0 if handle is invalid")
{
texture_h* th;
if (!ade_get_args(L, "o", l_Texture.GetPtr(&th)))
return ADE_RETURN_NIL;
if (!th->isValid())
return ADE_RETURN_NIL;
int num=-1;
if (bm_get_info(th->handle, nullptr, nullptr, nullptr, &num) < 0)
return ade_set_error(L, "i", 0);
return ade_set_args(L, "i", num);
}
ADE_FUNC(getFrame, l_Texture, "number ElapsedTimeSeconds, [boolean Loop]",
"Get the frame number from the elapsed time of the animation<br>"
"The 1st argument is the time that has elapsed since the animation started<br>"
"If 2nd argument is set to true, the animation is expected to loop when the elapsed time exceeds the duration "
"of a single playback",
"number", "Frame number")
{
texture_h* th;
int frame = 0;
float elapsed_time;
bool loop = false;
if (!ade_get_args(L, "of|b", l_Texture.GetPtr(&th), &elapsed_time, &loop))
return ADE_RETURN_NIL;
if (!th->isValid())
return ADE_RETURN_NIL;
frame = bm_get_anim_frame(th->handle, elapsed_time, 0.0f, loop);
frame++; // C++ to LUA array idx
return ade_set_args(L, "i", frame);
}
}
}