Files
ReSkate/Extension/Plugins/plugin_api.h
T
AyeZeeBB 8444553402 Throwdowns: the throwdown kit, so a mode is a plugin and the SDK knows no particular mode
Plugins register modes (card, replaces, order, flag, players) and publish documents through
reskate.throwdowns.ui: the setup page, the waiting card, HUD slots themed on the game's HUD_<theme>_*
widgets, the match panel, flags and match restrictions. SmokeyDawg58's native plumbing
(throwdown_menu.cpp and its .inl files) renders them and posts throwdown_ui events back. kit::flag
is the one native flag registration. General services added for it: reskate.files, reskate.ui.dialog,
reskate.skater push/hold/bone_cam, reskate.camera.pad_flight, reskate.physics competition,
reskate.session.world, reskate.tricks feed/gesture, and world entities.

His ten modes are now Lua in his plugin: the rules, referee and wire (td/rules, referee, wire), and
every page and HUD document (td/ui*.lua). Extension/Modes and reskate.modes are gone, along with
every race and 1-UP branch in the SDK. The plugin test drives each mode through kit events.

A native setup page is never written to while it closes into flag placement: its rows are not
republished, the stock page is put back once the exit is over, and the stock Players slider is left
alone while a plugin flag is out. This fixes the crashes on the Deathrace button and on 1-UP's
Confirm.
2026-10-20 01:04:54 -05:00

35 lines
2.0 KiB
C++

#pragma once
#include "plugin_vm.h"
// 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);
// A player as plugins get one: {id = "<SteamID64>", 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);
}