minetest/src/script/lua_api/l_settings.h
SmallJoker cde2a7f6f2
Settings: Add get_flags API for mapgen flags (mg_flags, mgv6_spflags, ...) (#9284)
Unified flags handling in C++ and Lua Settings API
     -> Reading only, for now. Writing can be implemented later, if needed.
API function to read the currently active flags
     -> was impossible from Lua

Co-authored-by: Wuzzy <wuzzy2@mail.ru>
2020-01-25 16:56:54 +01:00

89 lines
2.4 KiB
C++

/*
Minetest
Copyright (C) 2013 PilzAdam <pilzadam@minetest.net>
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.
*/
#pragma once
#include "common/c_content.h"
#include "lua_api/l_base.h"
class Settings;
class LuaSettings : public ModApiBase
{
private:
static const char className[];
static const luaL_Reg methods[];
// garbage collector
static int gc_object(lua_State *L);
// get(self, key) -> value
static int l_get(lua_State *L);
// get_bool(self, key) -> boolean
static int l_get_bool(lua_State *L);
// get_np_group(self, key) -> noiseparam
static int l_get_np_group(lua_State *L);
// get_flags(self, key) -> key/value table
static int l_get_flags(lua_State *L);
// set(self, key, value)
static int l_set(lua_State *L);
// set_bool(self, key, value)
static int l_set_bool(lua_State *L);
// set_np_group(self, key, value)
static int l_set_np_group(lua_State *L);
// remove(self, key) -> success
static int l_remove(lua_State *L);
// get_names(self) -> {key1, ...}
static int l_get_names(lua_State *L);
// write(self) -> success
static int l_write(lua_State *L);
// to_table(self) -> {[key1]=value1,...}
static int l_to_table(lua_State *L);
Settings *m_settings = nullptr;
std::string m_filename;
bool m_is_own_settings = false;
bool m_write_allowed = true;
public:
LuaSettings(Settings *settings, const std::string &filename);
LuaSettings(const std::string &filename, bool write_allowed);
~LuaSettings();
static void create(lua_State *L, Settings *settings, const std::string &filename);
// LuaSettings(filename)
// Creates a LuaSettings and leaves it on top of the stack
static int create_object(lua_State *L);
static LuaSettings *checkobject(lua_State *L, int narg);
static void Register(lua_State *L);
};