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Register constants simply for now
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parent
95afcdca5c
commit
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4 changed files with 8 additions and 17 deletions
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@ -57,6 +57,4 @@ void ScriptInterfaceState::Init(const std::string& assetsDir)
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InventoryHandler::Register(&SolState, RootTable);
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Misc::Register(&SolState, RootTable);
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Effects::Register(&SolState, RootTable);
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ScriptDisplaySprite::RegisterTables(&SolState, RootTable);
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}
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@ -51,16 +51,6 @@ namespace TEN::Scripting::DisplaySprite
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"Color", &ScriptDisplaySprite::Color);
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}
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void ScriptDisplaySprite::RegisterTables(sol::state* state, sol::table& parent)
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{
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auto table = sol::table(state->lua_state(), sol::create);
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parent.set(ScriptReserved_DisplaySprite, table);
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auto handler = LuaHandler(state);
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handler.MakeReadOnlyTable(table, ScriptReserved_DisplaySpriteTableAlignMode, DISPLAY_SPRITE_ALIGN_MODES);
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handler.MakeReadOnlyTable(table, ScriptReserved_DisplaySpriteTableScaleMode, DISPLAY_SPRITE_SCALE_MODES);
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}
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/***
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@int objectID ID of the sprite sequence object.
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@int spriteID ID of the sprite in the sprite sequence object.
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@ -4,17 +4,15 @@
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#include "Scripting/Internal/TEN/Color/Color.h"
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#include "Scripting/Internal/TEN/Vec2/Vec2.h"
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enum BLEND_MODE;
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using namespace TEN::Effects::DisplaySprite;
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enum BLEND_MODE;
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// TODO:
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// Check if align modes are applied correctly.
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// Check if ScriptDisplaySprite object has been registered correctly.
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// Check if its methods have been registered correctly.
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// Register DISPLAY_SPRITE_SCALE_MODES and DISPLAY_SPRITE_ORIGIN_TYPES under the correct sub-thing.
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// Test nested sprites in various modes and how they behave when the aspect ratio changes.
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// Check with everyone if the mySprite.Draw(blah, blah, blah) syntax is sensible.
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namespace TEN::Scripting::DisplaySprite
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{
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@ -22,7 +20,6 @@ namespace TEN::Scripting::DisplaySprite
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{
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public:
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static void Register(sol::table& parent);
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static void RegisterTables(sol::state* state, sol::table& parent);
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// Members
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GAME_OBJECT_ID ObjectID = GAME_OBJECT_ID::ID_DEFAULT_SPRITES;
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@ -8,6 +8,8 @@
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#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
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#include "Scripting/Include/Strings/ScriptInterfaceStringsHandler.h"
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#include "Scripting/Internal/ReservedScriptNames.h"
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#include "Scripting/Internal/TEN/DisplaySprite/AlignModes.h"
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#include "Scripting/Internal/TEN/DisplaySprite/ScaleModes.h"
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#include "Scripting/Internal/TEN/DisplaySprite/ScriptDisplaySprite.h"
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#include "Scripting/Internal/TEN/Flow/InventoryItem/InventoryItem.h"
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#include "Scripting/Internal/TEN/Logic/LevelFunc.h"
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@ -245,6 +247,10 @@ Specify which translations in the strings table correspond to which languages.
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Animations::Register(tableFlow);
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Settings::Register(tableFlow);
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Fog::Register(tableFlow);
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// TODO: Register inside ScriptDisplaySprite for syntax that looks like this: DisplaySprite.AlignMode.CENTER.
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m_handler.MakeReadOnlyTable(tableFlow, "DisplayStringAlignMode"/*ScriptReserved_DisplaySpriteTableAlignMode*/, DISPLAY_SPRITE_ALIGN_MODES);
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m_handler.MakeReadOnlyTable(tableFlow, "DisplayStringScaleMode"/*ScriptReserved_DisplaySpriteTableScaleMode*/, DISPLAY_SPRITE_SCALE_MODES);
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m_handler.MakeReadOnlyTable(tableFlow, ScriptReserved_WeatherType, WEATHER_TYPES);
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m_handler.MakeReadOnlyTable(tableFlow, ScriptReserved_LaraType, PLAYER_TYPES);
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