#pragma once #include "plugin_vm.h" #include "lua.h" #include // Inside the plugin host only: the reskate API a plugin's VM gets. namespace dingosdk::plugins { struct Api { // The `reskate` table, `print` and `require`, before the VM is sandboxed. static void install(Plugin& plugin, lua_State* L); }; // The overlay, menu, sound, mods, session and message parts of the API (plugin_api_ui.cpp), into // the reskate table on top of the stack. void install_ui_api(Plugin& plugin, lua_State* L); // Phase 3's parts of the API (plugin_api_more.cpp), into the reskate table on top of the stack. void install_more_api(Plugin& plugin, lua_State* L); // The wider set's game parts (plugin_api_world.cpp), into the same table. void install_world_api(Plugin& plugin, lua_State* L); // General services for a game layer: the skater's telemetry and Bone Cam, the pad and keys, the // free and pad-flown cameras, the session's world, competition physics and the trick feed // (plugin_api_services.cpp). void install_services_api(Plugin& plugin, lua_State* L); // The throwdown kit's documents and native flag, the plugin's data files, overlay dialogs and the // skater's push (with its wait and reset) and hold (plugin_api_throwdowns.cpp). void install_kit_api(Plugin& plugin, lua_State* L); // Screen captures, the game menu's preview turned and read, what the skater wears, and the data // folder shown (plugin_api_capture.cpp). void install_capture_api(Plugin& plugin, lua_State* L); // ---- adding to the reskate table --------------------------------------------------------------- // A new part of the API is a file of `static int name(lua_State*)` functions and an install_*_api // that lists them, called from Api::install: // // add_functions(L, "skater", {{"get", skater_get}, {"teleport", skater_teleport}}); // reskate.skater.* // add_functions(L, {{"log", log}, {"on", on}}); // reskate.* // // Each function checks its own permission (need) and arguments, as the rest of the API does. struct ApiFunction { const char* name; lua_CFunction function; }; // Adds the functions to reskate., the reskate table being on top of the stack (or to a table // inside it, such as reskate.throwdowns, when that is on top). The table is made when there is none // yet, and another file may add to one already there; it is left read-only. void add_functions(lua_State* L, const char* field, std::initializer_list functions); // Adds the functions to the reskate table itself (on top of the stack). void add_functions(lua_State* L, std::initializer_list functions); // Pushes a new read-only table of the functions, kept outside reskate (the draw and ui handles). void push_functions(lua_State* L, std::initializer_list functions); // ---- what most API functions start with -------------------------------------------------------- // The plugin calling, or a Lua error once it has been stopped. Plugin& plugin_of(lua_State* L); // A Lua error naming `what` unless the plugin's reskate-plugin.json grants `permission`. void need(lua_State* L, Plugin& plugin, const char* permission, const char* what); // A string argument of at most `most` bytes. std::string checked_text(lua_State* L, int index, std::size_t most, const char* what); // A path in the plugin's data folder (reskate.files): relative, inside it, no name Windows keeps // for a device. `folder`: nil or "" is the folder itself, and a "/" at the end is fine. std::string data_path(lua_State* L, int index, bool folder); // A vector argument, finite and within 100 km of the map's centre. Vec3 position_of(lua_State* L, int index, const char* what); void push_position(lua_State* L, const Vec3& v); // A player as plugins get one: {id = "", name, me, host}. void push_player(lua_State* L, const SessionPlayer& player); // A file's bytes when it is a regular file no larger than `most`; otherwise empty, and `error` // says why ("not found" when there is none). std::string read_package_file(const std::filesystem::path& file, std::size_t most, std::string& error); // A file of the plugin's own package by its path there; a Lua error for one outside it. std::filesystem::path package_file(lua_State* L, Plugin& plugin, std::string_view path); // JSON and Lua values, both ways. Throws std::runtime_error on a value JSON cannot hold. Json lua_to_json(lua_State* L, int index); void push_json(lua_State* L, const Json& value); }