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3a8c788880
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90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "scripting_mainmenu.h"
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#include "mods.h"
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#include "porting.h"
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#include "log.h"
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#include "cpp_api/s_internal.h"
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#include "lua_api/l_base.h"
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#include "lua_api/l_mainmenu.h"
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#include "lua_api/l_util.h"
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#include "lua_api/l_settings.h"
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extern "C" {
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#include "lualib.h"
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}
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#define MAINMENU_NUM_ASYNC_THREADS 4
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MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
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{
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setGuiEngine(guiengine);
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SCRIPTAPI_PRECHECKHEADER
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lua_getglobal(L, "core");
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int top = lua_gettop(L);
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lua_newtable(L);
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lua_setglobal(L, "gamedata");
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// Initialize our lua_api modules
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initializeModApi(L, top);
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lua_pop(L, 1);
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// Push builtin initialization type
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lua_pushstring(L, "mainmenu");
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lua_setglobal(L, "INIT");
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infostream << "SCRIPTAPI: Initialized main menu modules" << std::endl;
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}
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/******************************************************************************/
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void MainMenuScripting::initializeModApi(lua_State *L, int top)
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{
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// Initialize mod API modules
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ModApiMainMenu::Initialize(L, top);
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ModApiUtil::Initialize(L, top);
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// Register reference classes (userdata)
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LuaSettings::Register(L);
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// Register functions to async environment
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ModApiMainMenu::InitializeAsync(asyncEngine);
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ModApiUtil::InitializeAsync(asyncEngine);
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// Initialize async environment
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//TODO possibly make number of async threads configurable
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asyncEngine.initialize(MAINMENU_NUM_ASYNC_THREADS);
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}
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/******************************************************************************/
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void MainMenuScripting::step() {
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asyncEngine.step(getStack(), m_errorhandler);
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}
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/******************************************************************************/
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unsigned int MainMenuScripting::queueAsync(std::string serialized_func,
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std::string serialized_param) {
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return asyncEngine.queueAsyncJob(serialized_func, serialized_param);
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}
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