*/
#include "scripting_mainmenu.h"
-#include "log.h"
-#include "filesys.h"
+#include "content/mods.h"
#include "cpp_api/s_internal.h"
#include "lua_api/l_base.h"
#include "lua_api/l_mainmenu.h"
+#include "lua_api/l_sound.h"
#include "lua_api/l_util.h"
#include "lua_api/l_settings.h"
+#include "log.h"
extern "C" {
#include "lualib.h"
- int luaopen_marshal(lua_State *L);
}
-/******************************************************************************/
-MainMenuScripting::MainMenuScripting(GUIEngine* guiengine)
-{
- setGuiEngine(guiengine);
- //TODO add security
+#define MAINMENU_NUM_ASYNC_THREADS 4
+
- luaL_openlibs(getStack());
- luaopen_marshal(getStack());
+MainMenuScripting::MainMenuScripting(GUIEngine* guiengine):
+ ScriptApiBase(ScriptingType::MainMenu)
+{
+ setGuiEngine(guiengine);
SCRIPTAPI_PRECHECKHEADER
- lua_pushstring(L, DIR_DELIM);
- lua_setglobal(L, "DIR_DELIM");
+ lua_getglobal(L, "core");
+ int top = lua_gettop(L);
lua_newtable(L);
lua_setglobal(L, "gamedata");
- lua_newtable(L);
- lua_setglobal(L, "engine");
-
// Initialize our lua_api modules
- lua_getglobal(L, "engine");
- int top = lua_gettop(L);
- InitializeModApi(L, top);
+ initializeModApi(L, top);
lua_pop(L, 1);
- infostream << "SCRIPTAPI: initialized mainmenu modules" << std::endl;
+ // Push builtin initialization type
+ lua_pushstring(L, "mainmenu");
+ lua_setglobal(L, "INIT");
+
+ infostream << "SCRIPTAPI: Initialized main menu modules" << std::endl;
}
/******************************************************************************/
-void MainMenuScripting::InitializeModApi(lua_State *L, int top)
+void MainMenuScripting::initializeModApi(lua_State *L, int top)
{
- // Initialize mod api modules
+ registerLuaClasses(L, top);
+
+ // Initialize mod API modules
ModApiMainMenu::Initialize(L, top);
ModApiUtil::Initialize(L, top);
+ ModApiSound::Initialize(L, top);
- // Register reference classes (userdata)
- LuaSettings::Register(L);
-
- // Register functions to async environment
- ModApiMainMenu::InitializeAsync(m_AsyncEngine);
- ModApiUtil::InitializeAsync(m_AsyncEngine);
+ asyncEngine.registerStateInitializer(registerLuaClasses);
+ asyncEngine.registerStateInitializer(ModApiMainMenu::InitializeAsync);
+ asyncEngine.registerStateInitializer(ModApiUtil::InitializeAsync);
// Initialize async environment
//TODO possibly make number of async threads configurable
- m_AsyncEngine.Initialize(MAINMENU_NUMBER_OF_ASYNC_THREADS);
+ asyncEngine.initialize(MAINMENU_NUM_ASYNC_THREADS);
+}
+
+/******************************************************************************/
+void MainMenuScripting::registerLuaClasses(lua_State *L, int top)
+{
+ LuaSettings::Register(L);
}
/******************************************************************************/
-void MainMenuScripting::Step() {
- m_AsyncEngine.Step(getStack());
+void MainMenuScripting::step()
+{
+ asyncEngine.step(getStack());
}
/******************************************************************************/
-unsigned int MainMenuScripting::DoAsync(std::string serialized_fct,
- std::string serialized_params) {
- return m_AsyncEngine.doAsyncJob(serialized_fct,serialized_params);
+unsigned int MainMenuScripting::queueAsync(const std::string &serialized_func,
+ const std::string &serialized_param)
+{
+ return asyncEngine.queueAsyncJob(serialized_func, serialized_param);
}
+