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The new services and throwdown kit API files use add_functions and the shared helpers; add_functions opens a read-only parent for reskate.throwdowns.flag. throwdowns.release_flag stays removed, as plugins has it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
70 lines
4.0 KiB
C++
70 lines
4.0 KiB
C++
#pragma once
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#include "plugin_vm.h"
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#include "lua.h"
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#include <initializer_list>
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// Inside the plugin host only: the reskate API a plugin's VM gets.
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namespace dingosdk::plugins {
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struct Api {
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// The `reskate` table, `print` and `require`, before the VM is sandboxed.
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static void install(Plugin& plugin, lua_State* L);
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};
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// The overlay, menu, sound, mods, session and message parts of the API (plugin_api_ui.cpp), into
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// the reskate table on top of the stack.
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void install_ui_api(Plugin& plugin, lua_State* L);
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// Phase 3's parts of the API (plugin_api_more.cpp), into the reskate table on top of the stack.
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void install_more_api(Plugin& plugin, lua_State* L);
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// The wider set's game parts (plugin_api_world.cpp), into the same table.
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void install_world_api(Plugin& plugin, lua_State* L);
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// General services for a game layer: the skater's telemetry and Bone Cam, the pad and keys, the
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// free and pad-flown cameras, the session's world, competition physics and the trick feed
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// (plugin_api_services.cpp).
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void install_services_api(Plugin& plugin, lua_State* L);
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// The throwdown kit's documents and native flag, the plugin's data files, overlay dialogs and the
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// skater's push (with its wait and reset) and hold (plugin_api_throwdowns.cpp).
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void install_kit_api(Plugin& plugin, lua_State* L);
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// ---- adding to the reskate table ---------------------------------------------------------------
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// A new part of the API is a file of `static int name(lua_State*)` functions and an install_*_api
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// that lists them, called from Api::install:
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//
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// add_functions(L, "skater", {{"get", skater_get}, {"teleport", skater_teleport}}); // reskate.skater.*
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// add_functions(L, {{"log", log}, {"on", on}}); // reskate.*
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//
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// Each function checks its own permission (need) and arguments, as the rest of the API does.
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struct ApiFunction {
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const char* name;
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lua_CFunction function;
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};
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// Adds the functions to reskate.<field>, the reskate table being on top of the stack (or to a table
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// inside it, such as reskate.throwdowns, when that is on top). The table is made when there is none
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// yet, and another file may add to one already there; it is left read-only.
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void add_functions(lua_State* L, const char* field, std::initializer_list<ApiFunction> functions);
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// Adds the functions to the reskate table itself (on top of the stack).
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void add_functions(lua_State* L, std::initializer_list<ApiFunction> functions);
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// Pushes a new read-only table of the functions, kept outside reskate (the draw and ui handles).
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void push_functions(lua_State* L, std::initializer_list<ApiFunction> functions);
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// ---- what most API functions start with --------------------------------------------------------
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// The plugin calling, or a Lua error once it has been stopped.
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Plugin& plugin_of(lua_State* L);
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// A Lua error naming `what` unless the plugin's reskate-plugin.json grants `permission`.
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void need(lua_State* L, Plugin& plugin, const char* permission, const char* what);
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// A string argument of at most `most` bytes.
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std::string checked_text(lua_State* L, int index, std::size_t most, const char* what);
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// A vector argument, finite and within 100 km of the map's centre.
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Vec3 position_of(lua_State* L, int index, const char* what);
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void push_position(lua_State* L, const Vec3& v);
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// A player as plugins get one: {id = "<SteamID64>", name, me, host}.
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void push_player(lua_State* L, const SessionPlayer& player);
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// A file's bytes when it is a regular file no larger than `most`; otherwise empty, and `error`
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// says why ("not found" when there is none).
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std::string read_package_file(const std::filesystem::path& file, std::size_t most, std::string& error);
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// A file of the plugin's own package by its path there; a Lua error for one outside it.
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std::filesystem::path package_file(lua_State* L, Plugin& plugin, std::string_view path);
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// JSON and Lua values, both ways. Throws std::runtime_error on a value JSON cannot hold.
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Json lua_to_json(lua_State* L, int index);
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void push_json(lua_State* L, const Json& value);
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}
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