/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola 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. */ #include "scripting_mainmenu.h" #include "log.h" #include "filesys.h" #include "cpp_api/s_internal.h" #include "lua_api/l_base.h" #include "lua_api/l_mainmenu.h" #include "lua_api/l_util.h" #include "lua_api/l_settings.h" extern "C" { #include "lualib.h" int luaopen_marshal(lua_State *L); } /******************************************************************************/ MainMenuScripting::MainMenuScripting(GUIEngine* guiengine) { setGuiEngine(guiengine); //TODO add security luaL_openlibs(getStack()); luaopen_marshal(getStack()); SCRIPTAPI_PRECHECKHEADER lua_pushstring(L, DIR_DELIM); lua_setglobal(L, "DIR_DELIM"); lua_newtable(L); lua_setglobal(L, "gamedata"); lua_newtable(L); lua_setglobal(L, "engine"); // Initialize our lua_api modules lua_getglobal(L, "engine"); int top = lua_gettop(L); InitializeModApi(L, top); lua_pop(L, 1); infostream << "SCRIPTAPI: initialized mainmenu modules" << std::endl; } /******************************************************************************/ void MainMenuScripting::InitializeModApi(lua_State *L, int top) { // Initialize mod api modules ModApiMainMenu::Initialize(L, top); ModApiUtil::Initialize(L, top); // Register reference classes (userdata) LuaSettings::Register(L); // Register functions to async environment ModApiMainMenu::InitializeAsync(m_AsyncEngine); ModApiUtil::InitializeAsync(m_AsyncEngine); // Initialize async environment //TODO possibly make number of async threads configurable m_AsyncEngine.Initialize(MAINMENU_NUMBER_OF_ASYNC_THREADS); } /******************************************************************************/ void MainMenuScripting::Step() { m_AsyncEngine.Step(getStack()); } /******************************************************************************/ unsigned int MainMenuScripting::DoAsync(std::string serialized_fct, std::string serialized_params) { return m_AsyncEngine.doAsyncJob(serialized_fct,serialized_params); }