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ui_main.h
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// DyLua: SimpleGraphic
// (c) David Gowor, 2014
//
// UI Main Header
//
// =======
// Classes
// =======
struct ui_expectationFailed_s {};
// UI Manager
class ui_main_c: public ui_IMain {
public:
// Interface
void Init(int argc, char** argv);
void Frame();
void Shutdown();
void KeyEvent(int key, int type);
bool CanExit();
// Encapsulated
ui_main_c(sys_IMain* sysHnd, core_IMain* coreHnd);
sys_IMain* sys = nullptr;
core_IMain* core = nullptr;
r_IRenderer* renderer = nullptr;
ui_IConsole* conUI = nullptr;
ui_IDebug* debug = nullptr;
dword subScriptSize = 0;
ui_ISubScript** subScriptList = nullptr;
lua_State* L = nullptr;
char* scriptName = nullptr;
char* scriptCfg = nullptr;
char* scriptPath = nullptr;
char* scriptWorkDir = nullptr;
int scriptArgc = 0;
char** scriptArgv = nullptr;
bool restartFlag = false;
bool didExit = false;
bool renderEnable = false;
int cursorX = 0;
int cursorY = 0;
int framesSinceWindowHidden = 0;
volatile bool inLua = false;
static int InitAPI(lua_State* L);
void RenderInit(r_featureFlag_e features);
void ScriptInit();
void ScriptShutdown();
void LAssert(lua_State* L, int cond, const char* fmt, ...); // Non-local return to Lua code on failure
void LExpect(lua_State* L, int cond, const char* fmt, ...); // Throws ui_expectationFailed_s on failure, message on Lua stack
int IsUserData(lua_State* L, int index, const char* metaName);
int PushCallback(const char* name);
void PCall(int narg, int nret);
void DoError(const char* msg, const char* error);
void CallKeyHandler(const char* hname, int key, bool dblclk);
const char* NameForKey(int key);
int KeyForName(const char* name);
};