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* Add support for Android 2.3+sapier2014-06-29
There have been plenty of ppl involved in creating this version. I don't wanna mention names as I'm sure I'd forget someone so I just tell where help has been done: - The partial android versions done by various ppl - Testing on different android devices - reviewing code (especially the in core changes) - testing controls - reviewing texts A big thank you to everyone helping this to be completed!
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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.
*/

#ifndef L_UTIL_H_
#define L_UTIL_H_

#include "lua_api/l_base.h"

class AsyncEngine;

class ModApiUtil : public ModApiBase {
private:
	/*
		NOTE:
		The functions in this module are available in the in-game API
		as well as in the mainmenu API.

		All functions that don't require either a Server or
		GUIEngine instance should be in here.
	*/

	// debug(text)
	// Writes a line to dstream
	static int l_debug(lua_State *L);

	// log([level,] text)
	// Writes a line to the logger.
	// The one-argument version logs to infostream.
	// The two-argument version accept a log level: error, action, info, or verbose.
	static int l_log(lua_State *L);

	// setting_set(name, value)
	static int l_setting_set(lua_State *L);

	// setting_get(name)
	static int l_setting_get(lua_State *L);

	// setting_setbool(name, value)
	static int l_setting_setbool(lua_State *L);

	// setting_getbool(name)
	static int l_setting_getbool(lua_State *L);

	// setting_save()
	static int l_setting_save(lua_State *L);

	// parse_json(str[, nullvalue])
	static int l_parse_json(lua_State *L);

	// write_json(data[, styled])
	static int l_write_json(lua_State *L);

	// get_dig_params(groups, tool_capabilities[, time_from_last_punch])
	static int l_get_dig_params(lua_State *L);

	// get_hit_params(groups, tool_capabilities[, time_from_last_punch])
	static int l_get_hit_params(lua_State *L);

	// get_password_hash(name, raw_password)
	static int l_get_password_hash(lua_State *L);

	// is_yes(arg)
	static int l_is_yes(lua_State *L);

	// get_scriptdir()
	static int l_get_builtin_path(lua_State *L);

public:
	static void Initialize(lua_State *L, int top);

	static void InitializeAsync(AsyncEngine& engine);

};

#endif /* L_UTIL_H_ */