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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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.
*/

#pragma once

#include "cpp_api/s_base.h"
#include "util/string.h"
#include "gui/guiMainMenu.h"

class ScriptApiMainMenu : virtual public ScriptApiBase {
public:
	/**
	 * Hand over MainMenuDataForScript to lua to inform lua of the content
	 * @param data the data
	 */
	void setMainMenuData(MainMenuDataForScript *data);

	/**
	 * process events received from formspec
	 * @param text events in textual form
	 */
	void handleMainMenuEvent(std::string text);

	/**
	 * process field data recieved from formspec
	 * @param fields data in field format
	 */
	void handleMainMenuButtons(const StringMap &fields);
};
"hl pps">"server.h" #include "log.h" #include "settings.h" #include "cpp_api/s_internal.h" #include "lua_api/l_areastore.h" #include "lua_api/l_base.h" #include "lua_api/l_craft.h" #include "lua_api/l_env.h" #include "lua_api/l_inventory.h" #include "lua_api/l_item.h" #include "lua_api/l_mapgen.h" #include "lua_api/l_nodemeta.h" #include "lua_api/l_nodetimer.h" #include "lua_api/l_noise.h" #include "lua_api/l_object.h" #include "lua_api/l_particles.h" #include "lua_api/l_rollback.h" #include "lua_api/l_server.h" #include "lua_api/l_util.h" #include "lua_api/l_vmanip.h" #include "lua_api/l_settings.h" #include "lua_api/l_http.h" extern "C" { #include "lualib.h" } GameScripting::GameScripting(Server* server) { setServer(server); // setEnv(env) is called by ScriptApiEnv::initializeEnvironment() // once the environment has been created SCRIPTAPI_PRECHECKHEADER if (g_settings->getBool("secure.enable_security")) { initializeSecurity(); } lua_getglobal(L, "core"); int top = lua_gettop(L); lua_newtable(L); lua_setfield(L, -2, "object_refs"); lua_newtable(L); lua_setfield(L, -2, "luaentities"); // Initialize our lua_api modules InitializeModApi(L, top); lua_pop(L, 1); // Push builtin initialization type lua_pushstring(L, "game"); lua_setglobal(L, "INIT"); infostream << "SCRIPTAPI: Initialized game modules" << std::endl; } void GameScripting::InitializeModApi(lua_State *L, int top) { // Initialize mod api modules ModApiCraft::Initialize(L, top); ModApiEnvMod::Initialize(L, top); ModApiInventory::Initialize(L, top); ModApiItemMod::Initialize(L, top); ModApiMapgen::Initialize(L, top); ModApiParticles::Initialize(L, top); ModApiRollback::Initialize(L, top); ModApiServer::Initialize(L, top); ModApiUtil::Initialize(L, top); ModApiHttp::Initialize(L, top); // Register reference classes (userdata) InvRef::Register(L); LuaAreaStore::Register(L); LuaItemStack::Register(L); LuaPerlinNoise::Register(L); LuaPerlinNoiseMap::Register(L); LuaPseudoRandom::Register(L); LuaPcgRandom::Register(L); LuaSecureRandom::Register(L); LuaVoxelManip::Register(L); NodeMetaRef::Register(L); NodeTimerRef::Register(L); ObjectRef::Register(L); LuaSettings::Register(L); } void log_deprecated(const std::string &message) { log_deprecated(NULL, message); }