Apply b4fa98d2f to lua_hudlib.c

Continued from 544812a45
This commit is contained in:
James R 2022-09-05 10:03:10 -07:00
parent ceeda5c826
commit b4d1fade5f
4 changed files with 34 additions and 226 deletions

View file

@ -1,4 +1,4 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by John "JTE" Muniz.
// Copyright (C) 2012-2022 by Sonic Team Junior.
@ -15,6 +15,8 @@
#include "s_sound.h"
#include "d_event.h"
#include "lua_hudlib_drawlist.h"
/*
Do you know what an 'X Macro' is? Such a macro is called over each element of
a list and expands the input. I use it for the hook lists because both an enum
@ -110,12 +112,12 @@ ENUM (STRING_HOOK);
/* dead simple, LUA_HOOK(GameQuit) */
#define LUA_HOOK(type) LUA_HookVoid(HOOK(type))
#define LUA_HUDHOOK(type) LUA_HookHUD(HUD_HOOK(type))
//#define LUA_HUDHOOK(type) LUA_HookHUD(HUD_HOOK(type))
extern boolean hook_cmd_running;
void LUA_HookVoid(int hook);
void LUA_HookHUD(int hook);
void LUA_HookHUD(huddrawlist_h, int hook);
int LUA_HookMobj(mobj_t *, int hook);
int LUA_Hook2Mobj(mobj_t *, mobj_t *, int hook);

View file

@ -630,6 +630,7 @@ int LUA_HookTiccmd(player_t *player, ticcmd_t *cmd, int hook_type)
return hook.status;
}
<<<<<<< Updated upstream
int LUA_HookKey(event_t *event, int hook_type)
{
Hook_State hook;
@ -641,7 +642,10 @@ int LUA_HookKey(event_t *event, int hook_type)
return hook.status;
}
void LUA_HookHUD(int hook_type)
void LUA_HookHUD(int hook_type, huddrawlist_h list)
=======
void LUA_HookHUD(huddrawlist_h list, int hook_type)
>>>>>>> Stashed changes
{
const hook_t * map = &hudHookIds[hook_type];
Hook_State hook;
@ -650,7 +654,7 @@ void LUA_HookHUD(int hook_type)
start_hook_stack();
begin_hook_values(&hook);
LUA_SetHudHook(hook_type);
LUA_SetHudHook(hook_type, list);
hud_running = true; // local hook
init_hook_call(&hook, 0, res_none);

View file

@ -47,10 +47,6 @@ extern boolean hud_running;
boolean LUA_HudEnabled(enum hud option);
void LUAh_GameHUD(player_t *stplyr, huddrawlist_h list);
void LUAh_ScoresHUD(huddrawlist_h list);
void LUAh_TitleHUD(huddrawlist_h list);
void LUAh_TitleCardHUD(player_t *stplayr, huddrawlist_h list);
void LUAh_IntermissionHUD(huddrawlist_h list);
void LUA_SetHudHook(int hook, huddrawlist_h list);
#endif // __LUA_HUD_H__

View file

@ -29,14 +29,13 @@
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hud.h"
#include "lua_hook.h"
#define HUDONLY if (!hud_running) return luaL_error(L, "HUD rendering code should not be called outside of rendering hooks!");
boolean hud_running = false;
static UINT8 hud_enabled[(hud_MAX/8)+1];
static UINT8 hudAvailable; // hud hooks field
static UINT8 camnum = 1;
// must match enum hud in lua_hud.h
@ -79,21 +78,6 @@ static const char *const patch_opt[] = {
"topoffset",
NULL};
enum hudhook {
hudhook_game = 0,
hudhook_scores,
hudhook_intermission,
hudhook_title,
hudhook_titlecard
};
static const char *const hudhook_opt[] = {
"game",
"scores",
"intermission",
"title",
"titlecard",
NULL};
// alignment types for v.drawString
enum align {
align_left = 0,
@ -1249,6 +1233,8 @@ static luaL_Reg lib_draw[] = {
{NULL, NULL}
};
static int lib_draw_ref;
//
// lib_hud
//
@ -1282,28 +1268,7 @@ static int lib_hudenabled(lua_State *L)
}
// add a HUD element for rendering
static int lib_hudadd(lua_State *L)
{
enum hudhook field;
luaL_checktype(L, 1, LUA_TFUNCTION);
field = luaL_checkoption(L, 2, "game", hudhook_opt);
if (!lua_lumploading)
return luaL_error(L, "This function cannot be called from within a hook or coroutine!");
lua_getfield(L, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(L, -1));
lua_rawgeti(L, -1, field+2); // HUD[2+]
I_Assert(lua_istable(L, -1));
lua_remove(L, -2);
lua_pushvalue(L, 1);
lua_rawseti(L, -2, (int)(lua_objlen(L, -2) + 1));
hudAvailable |= 1<<field;
return 0;
}
extern int lib_hudadd(lua_State *L);
static luaL_Reg lib_hud[] = {
{"enable", lib_hudenable},
@ -1321,26 +1286,9 @@ int LUA_HudLib(lua_State *L)
{
memset(hud_enabled, 0xff, (hud_MAX/8)+1);
lua_newtable(L); // HUD registry table
lua_newtable(L);
luaL_register(L, NULL, lib_draw);
lua_rawseti(L, -2, 1); // HUD[1] = lib_draw
lua_newtable(L);
lua_rawseti(L, -2, 2); // HUD[2] = game rendering functions array
lua_newtable(L);
lua_rawseti(L, -2, 3); // HUD[3] = scores rendering functions array
lua_newtable(L);
lua_rawseti(L, -2, 4); // HUD[4] = intermission rendering functions array
lua_newtable(L);
lua_rawseti(L, -2, 5); // HUD[5] = title rendering functions array
lua_newtable(L);
lua_rawseti(L, -2, 6); // HUD[6] = title card rendering functions array
lua_setfield(L, LUA_REGISTRYINDEX, "HUD");
lua_newtable(L);
luaL_register(L, NULL, lib_draw);
lib_draw_ref = luaL_ref(L, LUA_REGISTRYINDEX);
luaL_newmetatable(L, META_COLORMAP);
lua_pushcfunction(L, colormap_get);
@ -1371,170 +1319,28 @@ boolean LUA_HudEnabled(enum hud option)
return false;
}
// Hook for HUD rendering
void LUAh_GameHUD(player_t *stplayr, huddrawlist_h list)
void LUA_SetHudHook(int hook, huddrawlist_h list)
{
if (!gL || !(hudAvailable & (1<<hudhook_game)))
return;
lua_getref(gL, lib_draw_ref);
lua_pushlightuserdata(gL, list);
lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST");
hud_running = true;
lua_settop(gL, 0);
switch (hook)
{
case HUD_HOOK(game):
camnum = R_GetViewNumber();
lua_pushcfunction(gL, LUA_GetErrorMessage);
LUA_PushUserdata(gL, stplyr, META_PLAYER);
LUA_PushUserdata(gL, &camera[camnum], META_CAMERA);
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 2+hudhook_game); // HUD[2] = rendering funcs
I_Assert(lua_istable(gL, -1));
camnum++; // for compatibility
break;
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
I_Assert(lua_istable(gL, -1));
lua_remove(gL, -3); // pop HUD
LUA_PushUserdata(gL, stplayr, META_PLAYER);
camnum = R_GetViewNumber();
LUA_PushUserdata(gL, &camera[camnum], META_CAMERA);
camnum++; // for compatibility
lua_pushnil(gL);
while (lua_next(gL, -5) != 0) {
lua_pushvalue(gL, -5); // graphics library (HUD[1])
lua_pushvalue(gL, -5); // stplayr
lua_pushvalue(gL, -5); // camera
LUA_Call(gL, 3, 0, 1);
case HUD_HOOK(titlecard):
LUA_PushUserdata(gL, stplyr, META_PLAYER);
lua_pushinteger(gL, lt_ticker);
lua_pushinteger(gL, (lt_endtime + TICRATE));
break;
}
lua_settop(gL, 0);
hud_running = false;
}
void LUAh_ScoresHUD(huddrawlist_h list)
{
if (!gL || !(hudAvailable & (1<<hudhook_scores)))
return;
lua_pushlightuserdata(gL, list);
lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST");
hud_running = true;
lua_settop(gL, 0);
lua_pushcfunction(gL, LUA_GetErrorMessage);
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 2+hudhook_scores); // HUD[3] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
I_Assert(lua_istable(gL, -1));
lua_remove(gL, -3); // pop HUD
lua_pushnil(gL);
while (lua_next(gL, -3) != 0) {
lua_pushvalue(gL, -3); // graphics library (HUD[1])
LUA_Call(gL, 1, 0, 1);
}
lua_settop(gL, 0);
hud_running = false;
}
void LUAh_TitleHUD(huddrawlist_h list)
{
if (!gL || !(hudAvailable & (1<<hudhook_title)))
return;
lua_pushlightuserdata(gL, list);
lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST");
hud_running = true;
lua_settop(gL, 0);
lua_pushcfunction(gL, LUA_GetErrorMessage);
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 2+hudhook_title); // HUD[5] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
I_Assert(lua_istable(gL, -1));
lua_remove(gL, -3); // pop HUD
lua_pushnil(gL);
while (lua_next(gL, -3) != 0) {
lua_pushvalue(gL, -3); // graphics library (HUD[1])
LUA_Call(gL, 1, 0, 1);
}
lua_settop(gL, 0);
hud_running = false;
}
void LUAh_TitleCardHUD(player_t *stplayr, huddrawlist_h list)
{
if (!gL || !(hudAvailable & (1<<hudhook_titlecard)))
return;
lua_pushlightuserdata(gL, list);
lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST");
hud_running = true;
lua_settop(gL, 0);
lua_pushcfunction(gL, LUA_GetErrorMessage);
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 2+hudhook_titlecard); // HUD[6] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
I_Assert(lua_istable(gL, -1));
lua_remove(gL, -3); // pop HUD
LUA_PushUserdata(gL, stplayr, META_PLAYER);
lua_pushinteger(gL, lt_ticker);
lua_pushinteger(gL, (lt_endtime + TICRATE));
lua_pushnil(gL);
while (lua_next(gL, -6) != 0) {
lua_pushvalue(gL, -6); // graphics library (HUD[1])
lua_pushvalue(gL, -6); // stplayr
lua_pushvalue(gL, -6); // lt_ticker
lua_pushvalue(gL, -6); // lt_endtime
LUA_Call(gL, 4, 0, 1);
}
lua_settop(gL, 0);
hud_running = false;
}
void LUAh_IntermissionHUD(huddrawlist_h list)
{
if (!gL || !(hudAvailable & (1<<hudhook_intermission)))
return;
lua_pushlightuserdata(gL, list);
lua_setfield(gL, LUA_REGISTRYINDEX, "HUD_DRAW_LIST");
hud_running = true;
lua_settop(gL, 0);
lua_pushcfunction(gL, LUA_GetErrorMessage);
lua_getfield(gL, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -1, 2+hudhook_intermission); // HUD[4] = rendering funcs
I_Assert(lua_istable(gL, -1));
lua_rawgeti(gL, -2, 1); // HUD[1] = lib_draw
I_Assert(lua_istable(gL, -1));
lua_remove(gL, -3); // pop HUD
lua_pushnil(gL);
while (lua_next(gL, -3) != 0) {
lua_pushvalue(gL, -3); // graphics library (HUD[1])
LUA_Call(gL, 1, 0, 1);
}
lua_settop(gL, 0);
hud_running = false;
}