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path: root/src/script/lua_api/l_mainmenu.h
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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.
*/

#include "test.h"

#include "gamedef.h"
#include "nodedef.h"
#include "content_mapnode.h"

class TestMapNode : public TestBase {
public:
	TestMapNode() { TestManager::registerTestModule(this); }
	const char *getName() { return "TestMapNode"; }

	void runTests(IGameDef *gamedef);

	void testNodeProperties(INodeDefManager *nodedef);
};

static TestMapNode g_test_instance;

void TestMapNode::runTests(IGameDef *gamedef)
{
	TEST(testNodeProperties, gamedef->getNodeDefManager());
}

////////////////////////////////////////////////////////////////////////////////

void TestMapNode::testNodeProperties(INodeDefManager *nodedef)
{
	MapNode n(CONTENT_AIR);

	UASSERT(n.getContent() == CONTENT_AIR);
	UASSERT(n.getLight(LIGHTBANK_DAY, nodedef) == 0);
	UASSERT(n.getLight(LIGHTBANK_NIGHT, nodedef) == 0);

	// Transparency
	n.setContent(CONTENT_AIR);
	UASSERT(nodedef->get(n).light_propagates == true);
}
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_get_version(lua_State *L); static int l_sound_play(lua_State *L); static int l_sound_stop(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(AsyncEngine& engine); }; #endif /* L_MAINMENU_H_ */