minetest/src/script/lua_api/l_mainmenu.h
ShadowNinja 43d1f375d1 Use a settings object for the main settings
This unifies the settings APIs.

This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
2017-05-06 15:33:19 -04:00

158 lines
3.8 KiB
C++

/*
Minetest
Copyright (C) 2013 sapier
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_MAINMENU_H_
#define L_MAINMENU_H_
#include "lua_api/l_base.h"
class AsyncEngine;
/** Implementation of lua api support for mainmenu */
class ModApiMainMenu: public ModApiBase
{
private:
/**
* read a text variable from gamedata table within lua stack
* @param L stack to read variable from
* @param name name of 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_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(lua_State *L, int top);
};
#endif /* L_MAINMENU_H_ */