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feat(ui): implement CSimpleFrame_CreateTexture
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parent
7d911e453d
commit
4857e817c5
@ -2,10 +2,13 @@
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#include "gx/Coordinate.hpp"
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#include "gx/Coordinate.hpp"
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#include "ui/CBackdropGenerator.hpp"
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#include "ui/CBackdropGenerator.hpp"
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#include "ui/FrameScript.hpp"
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#include "ui/FrameScript.hpp"
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#include "ui/FrameXML.hpp"
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#include "ui/simple/CSimpleFrame.hpp"
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#include "ui/simple/CSimpleFrame.hpp"
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#include "ui/simple/CSimpleTexture.hpp"
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#include "util/Lua.hpp"
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#include "util/Lua.hpp"
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#include "util/StringTo.hpp"
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#include "util/StringTo.hpp"
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#include "util/Unimplemented.hpp"
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#include "util/Unimplemented.hpp"
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#include <storm/Memory.hpp>
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#include <algorithm>
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#include <algorithm>
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#include <cstdint>
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#include <cstdint>
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#include <limits>
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#include <limits>
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@ -19,7 +22,66 @@ int32_t CSimpleFrame_CreateTitleRegion(lua_State* L) {
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}
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}
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int32_t CSimpleFrame_CreateTexture(lua_State* L) {
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int32_t CSimpleFrame_CreateTexture(lua_State* L) {
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WHOA_UNIMPLEMENTED(0);
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auto type = CSimpleFrame::GetObjectType();
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auto frame = static_cast<CSimpleFrame*>(FrameScript_GetObjectThis(L, type));
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const char* name = nullptr;
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if (lua_isstring(L, 2)) {
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name = lua_tostring(L, 2);
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}
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int32_t drawlayer = DRAWLAYER_ARTWORK;
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if (lua_isstring(L, 3)) {
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auto drawlayerStr = lua_tostring(L, 3);
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StringToDrawLayer(drawlayerStr, drawlayer);
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}
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XMLNode* inheritNode = nullptr;
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if (lua_type(L, 4) == LUA_TSTRING) {
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auto inheritName = lua_tostring(L, 4);
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const char* tainted;
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bool locked;
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inheritNode = FrameXML_AcquireHashNode(inheritName, tainted, locked);
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if (!inheritNode) {
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luaL_error(L, "%s:CreateTexture(): Couldn't find inherited node \"%s\"", frame->GetDisplayName(), inheritName);
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return 0;
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}
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if (locked) {
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luaL_error(L, "%s:CreateTexture(): Recursively inherited node \"%s\"", frame->GetDisplayName(), inheritName);
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return 0;
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}
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}
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// TODO CDataAllocator::GetData
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auto texture = STORM_NEW(CSimpleTexture)(frame, drawlayer, true);
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if (name && *name) {
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texture->SetName(name);
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}
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if (inheritNode) {
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CStatus status;
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texture->LoadXML(inheritNode, &status);
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texture->PostLoadXML(inheritNode, &status);
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auto inheritName = lua_tostring(L, 4);
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FrameXML_ReleaseHashNode(inheritName);
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}
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// TODO anim related logic?
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if (!texture->lua_registered) {
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texture->RegisterScriptObject(nullptr);
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}
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lua_rawgeti(L, LUA_REGISTRYINDEX, texture->lua_objectRef);
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return 1;
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}
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}
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int32_t CSimpleFrame_CreateFontString(lua_State* L) {
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int32_t CSimpleFrame_CreateFontString(lua_State* L) {
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