Move a lot of EngineWrapper interfaces out of LuprexGameModeBase
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@@ -82,38 +82,12 @@ public:
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void LookAtChanged();
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// Assemble a lua call. Note that this is the lowest-level interface.
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// These functions are wrapped by the functions in UlxLuaCallLibrary,
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// and those in turn are wrapped by the K2Node "LuaInvoke" and "LuaProbe".
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// The Lua Call Assembly Buffer. Used by
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// UlxLuaCallLibrary to build up a call across
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// multiple UFUNCTION invocations.
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//
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// At this level, the process of calling Lua is:
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//
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// * Use LuaCallBegin
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// * Get the lua call buffer:
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// - add a class name
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// - add a function name
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// - add function parameters
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// * Use LuaCallEnd.
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// * Process any return values in the UlxLuaValues array.
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//
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FlxStreamBuffer &LuaCallBegin() { LuaCallBuffer.clear(); return LuaCallBuffer; }
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FlxStreamBuffer &LuaCallGetBuffer() { return LuaCallBuffer; }
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UlxLuaValues *LuaCallEnd(AccessKind kind);
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UlxLuaValues *LuaCallEnd(AccessKind kind, int64 place_id);
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UlxLuaValues *LuaCallEnd(AccessKind kind, AActor *place);
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void LuaCallClear() { LuaCallBuffer.clear(); }
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FlxStreamBuffer &GetLuaCallBuffer() { return LuaCallBuffer; }
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// Validate some lua code. Returns an error message.
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// If the lua is well-formed, the error message is the
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// empty string. The syntax of the code is checked using
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// an otherwise empty lua interpreter, so this is purely
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// a syntax check.
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//
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FString ValidateLuaExpr(const FString &Code);
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// Invoke some lua code.
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//
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void InvokeLuaExpr(const FString &Code);
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// Get the Asset Lookup table.
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const UlxAssetLookup *GetAssetLookup() const { return AssetLookup; }
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@@ -164,8 +138,13 @@ public:
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// The Luprex EngineWrapper, with a Mutex to protect it.
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// To access it, construct a FlxLockedWrapper.
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//
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FlxLockableWrapper LockableWrapper;
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// Get the LockableWrapper.
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//
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FlxLockableWrapper& GetLockableWrapper() { return LockableWrapper; }
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// The Lua Call Assembly Buffer.
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FlxStreamBuffer LuaCallBuffer;
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