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authorparamat <paramat@users.noreply.github.com>2017-10-09 20:13:10 +0100
committerparamat <mat.gregory@virginmedia.com>2017-10-10 19:57:28 +0100
commit9a41a3d0f1b5f2bcd16b61122f6a34434fea7a7d (patch)
tree666efb4dde4718d93ad13b61b0019eb123b656f7 /lib/gmp
parent2cf9014160085303cda333334784ac4938edc086 (diff)
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Simple decorations: Make 'place_offset_y' usable with simple decorations
Necessary for placing the base cube of 'plantlike_rooted' drawtype in the seabed instead of on it. Useful for placing decorations sunk into, or buried in, the ground.
Diffstat (limited to 'lib/gmp')
0 files changed, 0 insertions, 0 deletions
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/*
Minetest
Copyright (C) 2013 sapier

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef L_MAINMENU_H_
#define L_MAINMENU_H_

#include "lua_api/l_base.h"

class AsyncEngine;

/** Implementation of lua api support for mainmenu */
class ModApiMainMenu: public ModApiBase
{

private:
	/**
	 * read a text variable from gamedata table within lua stack
	 * @param L stack to read variable from
	 * @param name name of variable to read
	 * @return string value of requested variable
	 */
	static std::string getTextData(lua_State *L, std::string name);

	/**
	 * read a integer variable from gamedata table within lua stack
	 * @param L stack to read variable from
	 * @param name name of variable to read
	 * @return integer value of requested variable
	 */
	static int getIntegerData(lua_State *L, std::string name,bool& valid);

	/**
	 * read a bool variable from gamedata table within lua stack
	 * @param L stack to read variable from
	 * @param name name of variable to read
	 * @return bool value of requested variable
	 */
	static int getBoolData(lua_State *L, std::string name,bool& valid);

	/**
	 * check if a path is within some of minetests folders
	 * @param path path to check
	 * @return true/false
	 */
	static bool isMinetestPath(std::string path);

	//api calls

	static int l_start(lua_State *L);

	static int l_close(lua_State *L);

	static int l_create_world(lua_State *L);

	static int l_delete_world(lua_State *L);

	static int l_get_worlds(lua_State *L);

	static int l_get_games(lua_State *L);

	static int l_get_mapgen_names(lua_State *L);

	static int l_get_favorites(lua_State *L);

	static int l_delete_favorite(lua_State *L);

	static int l_gettext(lua_State *L);

	//gui

	static int l_show_keys_menu(lua_State *L);

	static int l_show_file_open_dialog(lua_State *L);

	static int l_set_topleft_text(lua_State *L);

	static int l_set_clouds(lua_State *L);

	static int l_get_textlist_index(lua_State *L);

	static int l_get_table_index(lua_State *L);

	static int l_set_background(lua_State *L);

	static int l_update_formspec(lua_State *L);

	static int l_get_screen_info(lua_State *L);

	//filesystem

	static int l_get_mainmenu_path(lua_State *L);

	static int l_get_modpath(lua_State *L);

	static int l_get_gamepath(lua_State *L);

	static int l_get_texturepath(lua_State *L);

	static int l_get_texturepath_share(lua_State *L);

	static int l_create_dir(lua_State *L);

	static int l_delete_dir(lua_State *L);

	static int l_copy_dir(lua_State *L);

	static int l_extract_zip(lua_State *L);

	static int l_get_modstore_details(lua_State *L);

	static int l_get_modstore_list(lua_State *L);

	static int l_download_file(lua_State *L);

	static int l_get_video_drivers(lua_State *L);

	static int l_get_video_modes(lua_State *L);

	//version compatibility
	static int l_get_min_supp_proto(lua_State *L);

	static int l_get_max_supp_proto(lua_State *L);


	// async
	static int l_do_async_callback(lua_State *L);

public:

	/**
	 * initialize this API module
	 * @param L lua stack to initialize
	 * @param top index (in lua stack) of global API table
	 */
	static void Initialize(lua_State *L, int top);

	static void InitializeAsync(lua_State *L, int top);

};

#endif /* L_MAINMENU_H_ */