Files
fs2open.github.com/code/scripting/api/objs/hudgauge.cpp
T
asarium 772a02f56f Disallow to use non-trivial types as scripting handles
As described in #1278, the current scripting system has issues with
handling non-trivial C++ types. Since fixing that deficiency is too much
work, especially since we are in a feature freeze, I decided to simply
enforce the usage of trivial types for scripting handles. Fortunately,
only two handles used non-trivial types so it was relatively easy to fix
those instances by dynamically allocating those and only storing the
pointers in the lua memory.

This fixes a bug in JAD-XA where the game would crash at the last boss.

Also, I noticed that the HudGauge handle used a copy of the hud gauge
rather than a pointer to the actual instance so I'm pretty sure that any
scripting changes to a custom HUD gauge simply didn't work before.
2017-03-04 16:16:22 +01:00

46 lines
983 B
C++

//
//
#include "hudgauge.h"
namespace scripting {
namespace api {
ADE_OBJ(l_HudGauge, HudGauge*, "HudGauge", "HUD Gauge handle");
ADE_VIRTVAR(Name, l_HudGauge, "string", "Custom HUD Gauge name", "string", "Custom HUD Gauge name, or nil if handle is invalid")
{
HudGauge* gauge;
if (!ade_get_args(L, "o", l_HudGauge.Get(&gauge)))
return ADE_RETURN_NIL;
if (gauge->getObjectType() != HUD_OBJECT_CUSTOM)
return ADE_RETURN_NIL;
return ade_set_args(L, "s", gauge->getCustomGaugeName());
}
ADE_VIRTVAR(Text, l_HudGauge, "string", "Custom HUD Gauge text", "string", "Custom HUD Gauge text, or nil if handle is invalid")
{
HudGauge* gauge;
char* text = NULL;
if (!ade_get_args(L, "o|s", l_HudGauge.Get(&gauge), &text))
return ADE_RETURN_NIL;
if (gauge->getObjectType() != HUD_OBJECT_CUSTOM)
return ADE_RETURN_NIL;
if (ADE_SETTING_VAR && text != NULL)
{
gauge->updateCustomGaugeText(text);
}
return ade_set_args(L, "s", gauge->getCustomGaugeText());
}
}
}