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Many of the recent scripting API enhancements are missing validity functions and validity checks, so this adds them. There are also some documentation fixes and a >= vs. > bugfix.
109 lines
2.8 KiB
C++
109 lines
2.8 KiB
C++
#include "gamehelp.h"
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#include "gamehelp/gameplayhelp.h"
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namespace scripting {
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namespace api {
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help_section_h::help_section_h() : section(-1) {}
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help_section_h::help_section_h(int l_section) : section(l_section) {}
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gameplay_help_section* help_section_h::getSection() const
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{
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if (!isValid())
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return nullptr;
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return &Help_text[section];
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}
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bool help_section_h::isValid() const
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{
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return section >= 0 && section < (int)Help_text.size();
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}
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//**********HANDLE: help section
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ADE_OBJ(l_Help_Section, help_section_h, "help_section", "Help Section handle");
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ADE_FUNC(isValid, l_Help_Section, nullptr, "Detects whether handle is valid", "boolean", "true if valid, false if handle is invalid, nil if a syntax/type error occurs")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t)))
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return ADE_RETURN_NIL;
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return ade_set_args(L, "b", current.isValid());
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}
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ADE_VIRTVAR(Title, l_Help_Section, nullptr, "The title of the help section", "string", "The title")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getSection()->title);
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}
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ADE_VIRTVAR(Header, l_Help_Section, nullptr, "The header of the help section", "string", "The header")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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if (!current.isValid()) {
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return ade_set_error(L, "s", "");
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}
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if (ADE_SETTING_VAR) {
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LuaError(L, "This property is read only.");
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}
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return ade_set_args(L, "s", current.getSection()->header);
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}
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ADE_VIRTVAR(Keys, l_Help_Section, nullptr, "Gets a table of keys in the help section", "{ number => string ... }", "The keys table")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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auto table = luacpp::LuaTable::create(L);
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if (!current.isValid()) {
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return ade_set_error(L, "t", &table);
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}
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for (size_t i = 0; i < current.getSection()->key.size(); i++) {
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table.addValue(i + 1, current.getSection()->key[i]); //translate to Lua index
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}
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return ade_set_args(L, "t", &table);
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}
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ADE_VIRTVAR(Texts, l_Help_Section, nullptr, "Gets a table of texts in the help section", "{ number => string ... }", "The texts table")
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{
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help_section_h current;
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if (!ade_get_args(L, "o", l_Help_Section.Get(¤t))) {
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return ADE_RETURN_NIL;
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}
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auto table = luacpp::LuaTable::create(L);
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if (!current.isValid()) {
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return ade_set_error(L, "t", &table);
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}
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for (size_t i = 0; i < current.getSection()->text.size(); i++) {
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table.addValue(i + 1, current.getSection()->text[i]); //translate to Lua index
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}
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return ade_set_args(L, "t", &table);
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}
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} // namespace api
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} // namespace scripting
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