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This new system allows to create a user interface that goes beyond the existing UI system.
257 lines
8.1 KiB
C++
257 lines
8.1 KiB
C++
//
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//
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#include "ui.h"
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#include "cmdline/cmdline.h"
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#include "menuui/barracks.h"
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#include "menuui/mainhallmenu.h"
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#include "menuui/playermenu.h"
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#include "playerman/managepilot.h"
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#include "scpui/SoundPlugin.h"
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#include "scpui/rocket_ui.h"
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#include "scripting/api/objs/player.h"
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#include "scripting/lua/LuaTable.h"
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// Our Assert conflicts with the definitions inside libRocket
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#pragma push_macro("Assert")
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#undef Assert
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#include <Rocket/Core/Lua/LuaType.h>
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#pragma pop_macro("Assert")
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namespace scripting {
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namespace api {
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//*************************Testing stuff*************************
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// This section is for stuff that's considered experimental.
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ADE_LIB(l_UserInterface, "UserInterface", "ui", "Functions for managing the \"scpui\" user interface system.");
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ADE_FUNC(setOffset, l_UserInterface, "number x, number y",
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"Sets the offset from the top left corner at which <b>all</b> rocket contexts will be rendered", "boolean",
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"true if the operation was successful, false otherwise")
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{
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float x;
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float y;
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if (!ade_get_args(L, "ff", &x, &y)) {
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return ADE_RETURN_FALSE;
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}
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scpui::setOffset(x, y);
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(enableInput, l_UserInterface, "Rocket::Context context", "Enables input for the specified libRocket context",
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"boolean", "true if successfull")
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{
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using namespace Rocket::Core;
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// Check parameter number
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if (!ade_get_args(L, "*")) {
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return ADE_RETURN_FALSE;
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}
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auto ctx = Lua::LuaType<Context>::check(L, 1);
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if (ctx == nullptr) {
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LuaError(L, "Parameter 1 is not a valid context handle!");
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return ADE_RETURN_FALSE;
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}
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scpui::enableInput(ctx);
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(disableInput, l_UserInterface, "", "Disables UI input", "boolean", "true if successfull")
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{
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scpui::disableInput();
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return ADE_RETURN_TRUE;
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}
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ADE_FUNC(playElementSound, l_UserInterface,
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"Rocket::Element element, string event, string state = "
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"",
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"Plays an element specific sound with an optional state for differentiating different UI states.", "boolean",
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"true if a sound was played, false otherwise")
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{
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using namespace Rocket::Core;
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const char* event;
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const char* state = "";
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if (!ade_get_args(L, "*s|s", &event, &state)) {
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return ADE_RETURN_FALSE;
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}
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auto el = Lua::LuaType<Element>::check(L, 1);
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if (el == nullptr) {
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return ADE_RETURN_FALSE;
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}
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return ade_set_args(L, "b", scpui::SoundPlugin::instance()->PlayElementSound(el, event, state));
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}
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//**********SUBLIBRARY: UserInterface/PilotSelect
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ADE_LIB_DERIV(l_UserInterface_PilotSelect, "PilotSelect", nullptr,
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"API for accessing values specific to the pilot select screen.<br><b>Warning:</b> This is an internal "
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"API for the new UI system. This should not be used by other code and may be removed in the future!",
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l_UserInterface);
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ADE_VIRTVAR(MAX_PILOTS, l_UserInterface_PilotSelect, nullptr, "Gets the maximum number of possible pilots.", "number",
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"The maximum number of pilots")
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{
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return ade_set_args(L, "i", MAX_PILOTS);
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}
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ADE_VIRTVAR(WarningCount, l_UserInterface_PilotSelect, nullptr, "The amount of warnings caused by the mod while loading.", "number",
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"The maximum number of pilots")
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{
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return ade_set_args(L, "i", Global_warning_count);
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}
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ADE_VIRTVAR(ErrorCount, l_UserInterface_PilotSelect, nullptr, "The amount of errors caused by the mod while loading.", "number",
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"The maximum number of pilots")
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{
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return ade_set_args(L, "i", Global_error_count);
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}
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ADE_FUNC(enumeratePilots, l_UserInterface_PilotSelect, nullptr,
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"Lists all pilots available for the pilot selection<br>", "table{ name... }",
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"A table containing the pilots (without a file extension) or nil on error")
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{
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using namespace luacpp;
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auto table = LuaTable::create(L);
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auto pilots = player_select_enumerate_pilots();
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for (size_t i = 0; i < pilots.size(); ++i) {
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table.addValue(i + 1, pilots[i]);
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}
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return ade_set_args(L, "t", &table);
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}
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ADE_FUNC(getLastPilot, l_UserInterface_PilotSelect, nullptr,
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"Reads the last active pilot from the config file and returns some information about it. callsign is the name "
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"of the player and is_multi indicates whether the pilot was last active as a multiplayer pilot.",
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"string callsign", "The pilot name or nil if there was no last pilot")
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{
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using namespace luacpp;
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auto callsign = player_get_last_player();
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if (callsign.empty()) {
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return ADE_RETURN_NIL;
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}
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return ade_set_args(L, "s", callsign.c_str());
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}
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ADE_FUNC(checkPilotLanguage, l_UserInterface_PilotSelect, "string callsign",
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"Checks if the pilot with the specified callsign has the right language.", "boolean",
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"true if pilot is valid, false otherwise")
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{
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const char* callsign;
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if (!ade_get_args(L, "s", &callsign)) {
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return ADE_RETURN_FALSE;
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}
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return ade_set_args(L, "b", valid_pilot_lang(callsign));
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}
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ADE_FUNC(selectPilot, l_UserInterface_PilotSelect, "string callsign, boolean is_multi",
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"Selects the pilot with the specified callsign and advances the game to the main menu.", "nil", "nothing")
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{
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const char* callsign;
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bool is_multi;
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if (!ade_get_args(L, "sb", &callsign, &is_multi)) {
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return ADE_RETURN_NIL;
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}
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player_finish_select(callsign, is_multi);
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return ADE_RETURN_NIL;
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}
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ADE_FUNC(deletePilot, l_UserInterface_PilotSelect, "string callsign",
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"Deletes the pilot with the specified callsign. This is not reversible!", "boolean",
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"true on success, false otherwise")
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{
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const char* callsign;
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if (!ade_get_args(L, "s", &callsign)) {
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return ADE_RETURN_NIL;
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}
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return ade_set_args(L, "b", delete_pilot_file(callsign));
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}
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ADE_FUNC(
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createPilot, l_UserInterface_PilotSelect, "string callsign, boolean is_multi[, string copy_from]",
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"Creates a new pilot in either single or multiplayer mode and optionally copies settings from an existing pilot.",
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"boolean", "true on success, false otherwise")
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{
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const char* callsign;
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bool is_multi;
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const char* copy_from = nullptr;
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if (!ade_get_args(L, "sb|s", &callsign, &is_multi, ©_from)) {
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return ADE_RETURN_NIL;
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}
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return ade_set_args(L, "b", player_create_new_pilot(callsign, is_multi, copy_from));
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}
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ADE_FUNC(isAutoselect, l_UserInterface_PilotSelect, nullptr,
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"Determines if the pilot selection screen should automatically select the default user.", "boolean",
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"true if autoselect is enabled, false otherwise")
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{
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return ade_set_args(L, "b", Cmdline_benchmark_mode);
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}
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//**********SUBLIBRARY: UserInterface/MainHall
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ADE_LIB_DERIV(l_UserInterface_MainHall, "MainHall", nullptr,
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"API for accessing values specific to the main hall screen.<br><b>Warning:</b> This is an internal "
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"API for the new UI system. This should not be used by other code and may be removed in the future!",
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l_UserInterface);
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ADE_FUNC(startAmbientSound, l_UserInterface_MainHall, nullptr, "Starts the ambient mainhall sound.", "nil", "nothing")
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{
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(void)L;
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main_hall_start_ambient();
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return ADE_RETURN_NIL;
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}
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//**********SUBLIBRARY: UserInterface/Barracks
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ADE_LIB_DERIV(l_UserInterface_Barracks, "Barracks", nullptr,
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"API for accessing values specific to the barracks screen.<br><b>Warning:</b> This is an internal "
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"API for the new UI system. This should not be used by other code and may be removed in the future!",
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l_UserInterface);
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ADE_FUNC(listPilotImages, l_UserInterface_Barracks, nullptr, "Lists the names of the available pilot images.",
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"table {string...}", "The list of pilot filenames or nil on error")
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{
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pilot_load_pic_list();
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using namespace luacpp;
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LuaTable out = LuaTable::create(L);
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for (auto i = 0; i < Num_pilot_images; ++i) {
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out.addValue(i + 1, Pilot_image_names[i]);
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}
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return ade_set_args(L, "t", &out);
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}
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ADE_FUNC(acceptPilot, l_UserInterface_Barracks, "player selection", "Accept the given player as the current player",
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"boolean", "true on sucess, false otherwise")
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{
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player_h* plh;
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if (!ade_get_args(L, "o", l_Player.GetPtr(&plh))) {
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return ADE_RETURN_FALSE;
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}
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barracks_accept_pilot(plh->get());
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return ADE_RETURN_TRUE;
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}
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} // namespace api
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} // namespace scripting
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