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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 "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"
}
#define MAINMENU_ASYNC_THREADS 4
MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
{
setGuiEngine(guiengine);
//TODO add security
luaL_openlibs(getStack());
SCRIPTAPI_PRECHECKHEADER
lua_newtable(L);
lua_setglobal(L, "engine");
lua_getglobal(L, "engine");
int top = lua_gettop(L);
lua_pushstring(L, DIR_DELIM);
lua_setglobal(L, "DIR_DELIM");
lua_newtable(L);
lua_setglobal(L, "gamedata");
// Initialize our lua_api modules
InitializeModApi(L, top);
lua_pop(L, 1);
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);
// 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_ASYNC_THREADS);
}
/******************************************************************************/
void MainMenuScripting::Step() {
m_AsyncEngine.Step(getStack(), m_errorhandler);
}
/******************************************************************************/
unsigned int MainMenuScripting::DoAsync(std::string serialized_func,
std::string serialized_param) {
return m_AsyncEngine.doAsyncJob(serialized_func, serialized_param);
}
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