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* Add LuaAutomation interface functions for interlocking routesetting and ↵orwell962018-08-24
| | | | | | aspect requesting. This allows to incorporate interlocking to automated systems
* Move passive API to the advtrains coreorwell962018-08-16
| | | | to remove dependency of interlocking on luaautomation
* Add digiline interface and is_passive function to LuaATCorwell962018-04-25
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* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
n; 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 "mods.h" #include "cpp_api/s_internal.h" #include "lua_api/l_base.h" #include "lua_api/l_mainmenu.h" #include "lua_api/l_sound.h" #include "lua_api/l_util.h" #include "lua_api/l_settings.h" extern "C" { #include "lualib.h" } #define MAINMENU_NUM_ASYNC_THREADS 4 MainMenuScripting::MainMenuScripting(GUIEngine* guiengine) { setGuiEngine(guiengine); SCRIPTAPI_PRECHECKHEADER lua_getglobal(L, "core"); int top = lua_gettop(L); lua_newtable(L); lua_setglobal(L, "gamedata"); // Initialize our lua_api modules initializeModApi(L, top); lua_pop(L, 1); // Push builtin initialization type lua_pushstring(L, "mainmenu"); lua_setglobal(L, "INIT"); infostream << "SCRIPTAPI: Initialized main menu modules" << std::endl; } /******************************************************************************/ void MainMenuScripting::initializeModApi(lua_State *L, int top) { // Initialize mod API modules ModApiMainMenu::Initialize(L, top); ModApiUtil::Initialize(L, top); ModApiSound::Initialize(L, top); // Register reference classes (userdata) LuaSettings::Register(L); // Register functions to async environment ModApiMainMenu::InitializeAsync(asyncEngine); ModApiUtil::InitializeAsync(asyncEngine); // Initialize async environment //TODO possibly make number of async threads configurable asyncEngine.initialize(MAINMENU_NUM_ASYNC_THREADS); } /******************************************************************************/ void MainMenuScripting::step() { asyncEngine.step(getStack()); } /******************************************************************************/ unsigned int MainMenuScripting::queueAsync(std::string serialized_func, std::string serialized_param) { return asyncEngine.queueAsyncJob(serialized_func, serialized_param); }