Files
fs2open.github.com/code/scripting/api/objs/gamehelp.cpp
T
Goober5000 10e5875289 add validity checks
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.
2023-04-12 00:14:20 -04:00

109 lines
2.8 KiB
C++

#include "gamehelp.h"
#include "gamehelp/gameplayhelp.h"
namespace scripting {
namespace api {
help_section_h::help_section_h() : section(-1) {}
help_section_h::help_section_h(int l_section) : section(l_section) {}
gameplay_help_section* help_section_h::getSection() const
{
if (!isValid())
return nullptr;
return &Help_text[section];
}
bool help_section_h::isValid() const
{
return section >= 0 && section < (int)Help_text.size();
}
//**********HANDLE: help section
ADE_OBJ(l_Help_Section, help_section_h, "help_section", "Help Section handle");
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")
{
help_section_h current;
if (!ade_get_args(L, "o", l_Help_Section.Get(&current)))
return ADE_RETURN_NIL;
return ade_set_args(L, "b", current.isValid());
}
ADE_VIRTVAR(Title, l_Help_Section, nullptr, "The title of the help section", "string", "The title")
{
help_section_h current;
if (!ade_get_args(L, "o", l_Help_Section.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getSection()->title);
}
ADE_VIRTVAR(Header, l_Help_Section, nullptr, "The header of the help section", "string", "The header")
{
help_section_h current;
if (!ade_get_args(L, "o", l_Help_Section.Get(&current))) {
return ADE_RETURN_NIL;
}
if (!current.isValid()) {
return ade_set_error(L, "s", "");
}
if (ADE_SETTING_VAR) {
LuaError(L, "This property is read only.");
}
return ade_set_args(L, "s", current.getSection()->header);
}
ADE_VIRTVAR(Keys, l_Help_Section, nullptr, "Gets a table of keys in the help section", "{ number => string ... }", "The keys table")
{
help_section_h current;
if (!ade_get_args(L, "o", l_Help_Section.Get(&current))) {
return ADE_RETURN_NIL;
}
auto table = luacpp::LuaTable::create(L);
if (!current.isValid()) {
return ade_set_error(L, "t", &table);
}
for (size_t i = 0; i < current.getSection()->key.size(); i++) {
table.addValue(i + 1, current.getSection()->key[i]); //translate to Lua index
}
return ade_set_args(L, "t", &table);
}
ADE_VIRTVAR(Texts, l_Help_Section, nullptr, "Gets a table of texts in the help section", "{ number => string ... }", "The texts table")
{
help_section_h current;
if (!ade_get_args(L, "o", l_Help_Section.Get(&current))) {
return ADE_RETURN_NIL;
}
auto table = luacpp::LuaTable::create(L);
if (!current.isValid()) {
return ade_set_error(L, "t", &table);
}
for (size_t i = 0; i < current.getSection()->text.size(); i++) {
table.addValue(i + 1, current.getSection()->text[i]); //translate to Lua index
}
return ade_set_args(L, "t", &table);
}
} // namespace api
} // namespace scripting