Exported ForEachEntityInBox() to Lua API.
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@ -2344,6 +2344,7 @@ end
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ForEachBlockEntityInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each block entity in the chunk. Returns true if all block entities in the chunk have been processed (including when there are zero block entities), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cBlockEntity|BlockEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next block entity, or true to abort the enumeration. Use {{tolua}}.cast() to cast the Callback's BlockEntity parameter to the correct {{cBlockEntity}} descendant." },
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ForEachChestInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each chest in the chunk. Returns true if all chests in the chunk have been processed (including when there are zero chests), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cChestEntity|ChestEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next chest, or true to abort the enumeration." },
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ForEachEntity = { Params = "CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each entity in the loaded world. Returns true if all the entities have been processed (including when there are zero entities), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cEntity|Entity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next entity, or true to abort the enumeration." },
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ForEachEntityInBox = { Params = "{{cBoundingBox|Box}}, CallbackFunction", Return = "bool", Notes = "Calls the specified callback for each entity in the specified bounding box. Returns true if all the entities have been processed (including when there are zero entities), or false if the callback function has aborted the enumeration by returning true. If any chunk within the bounding box is not valid, it is silently skipped without any notification. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cEntity|Entity}})</pre> The callback should return false or no value to continue with the next entity, or true to abort the enumeration." },
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ForEachEntityInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each entity in the specified chunk. Returns true if all the entities have been processed (including when there are zero entities), or false if the chunk is not loaded or the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cEntity|Entity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next entity, or true to abort the enumeration." },
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ForEachFurnaceInChunk = { Params = "ChunkX, ChunkZ, CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each furnace in the chunk. Returns true if all furnaces in the chunk have been processed (including when there are zero furnaces), or false if the callback has aborted the enumeration by returning true. The CallbackFunction has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cFurnaceEntity|FurnaceEntity}}, [CallbackData])</pre> The callback should return false or no value to continue with the next furnace, or true to abort the enumeration." },
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ForEachPlayer = { Params = "CallbackFunction, [CallbackData]", Return = "bool", Notes = "Calls the specified callback for each player in the loaded world. Returns true if all the players have been processed (including when there are zero players), or false if the callback function has aborted the enumeration by returning true. The callback function has the following signature: <pre class=\"prettyprint lang-lua\">function Callback({{cPlayer|Player}}, [CallbackData])</pre> The callback should return false or no value to continue with the next player, or true to abort the enumeration." },
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@ -676,6 +676,75 @@ static int tolua_ForEachInChunk(lua_State * tolua_S)
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template <
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class Ty1,
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class Ty2,
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bool (Ty1::*Func1)(const cBoundingBox &, cItemCallback<Ty2> &)
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>
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static int tolua_ForEachInBox(lua_State * tolua_S)
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{
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// Check params:
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cLuaState L(tolua_S);
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if (
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!L.CheckParamUserType(1, "cWorld") ||
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!L.CheckParamUserType(2, "cBoundingBox") ||
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!L.CheckParamFunction(3) ||
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!L.CheckParamEnd(4)
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)
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{
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return 0;
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}
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// Get the params:
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Ty1 * Self = NULL;
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cBoundingBox * Box = NULL;
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L.GetStackValues(1, Self, Box);
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ASSERT(Self != NULL); // We have verified the type at the top, so we should get valid objects here
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ASSERT(Box != NULL);
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// Create a reference for the function:
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cLuaState::cRef FnRef(L, 3);
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// Callback wrapper for the Lua function:
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class cLuaCallback : public cItemCallback<Ty2>
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{
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public:
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cLuaCallback(cLuaState & a_LuaState, cLuaState::cRef & a_FuncRef) :
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m_LuaState(a_LuaState),
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m_FnRef(a_FuncRef)
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{}
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private:
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// cItemCallback<Ty2> overrides:
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virtual bool Item(Ty2 * a_Item) override
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{
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bool res = false;
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if (!m_LuaState.Call(m_FnRef, a_Item, cLuaState::Return, res))
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{
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LOGWARNING("Failed to call Lua callback");
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m_LuaState.LogStackTrace();
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return true; // Abort enumeration
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}
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return res;
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}
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cLuaState & m_LuaState;
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cLuaState::cRef & m_FnRef;
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} Callback(L, FnRef);
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bool bRetVal = (Self->*Func1)(*Box, Callback);
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FnRef.UnRef();
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/* Push return value on stack */
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tolua_pushboolean(tolua_S, bRetVal);
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return 1;
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}
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template <
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class Ty1,
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class Ty2,
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@ -3327,6 +3396,7 @@ void ManualBindings::Bind(lua_State * tolua_S)
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tolua_function(tolua_S, "ForEachBlockEntityInChunk", tolua_ForEachInChunk<cWorld, cBlockEntity, &cWorld::ForEachBlockEntityInChunk>);
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tolua_function(tolua_S, "ForEachChestInChunk", tolua_ForEachInChunk<cWorld, cChestEntity, &cWorld::ForEachChestInChunk>);
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tolua_function(tolua_S, "ForEachEntity", tolua_ForEach< cWorld, cEntity, &cWorld::ForEachEntity>);
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tolua_function(tolua_S, "ForEachEntityInBox", tolua_ForEachInBox< cWorld, cEntity, &cWorld::ForEachEntityInBox>);
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tolua_function(tolua_S, "ForEachEntityInChunk", tolua_ForEachInChunk<cWorld, cEntity, &cWorld::ForEachEntityInChunk>);
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tolua_function(tolua_S, "ForEachFurnaceInChunk", tolua_ForEachInChunk<cWorld, cFurnaceEntity, &cWorld::ForEachFurnaceInChunk>);
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tolua_function(tolua_S, "ForEachPlayer", tolua_ForEach< cWorld, cPlayer, &cWorld::ForEachPlayer>);
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