Annoying: allow OptionRowHandlers to specify what they reloaded, and
don't re-create things if we've only changed what's enabled. Use this with the Lua interface, by making EnabledForPlayers a function returning a table instead of a table.
This commit is contained in:
@@ -256,11 +256,11 @@ public:
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return gc.m_sScreen;
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}
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virtual bool Reload()
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virtual ReloadChanged Reload()
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{
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// HACK: always reload "speed", to update the BPM text in the name of the speed line
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if( !m_Def.m_sName.CompareNoCase("speed") )
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return true;
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return RELOAD_CHANGED_ALL;
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return OptionRowHandler::Reload();
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}
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@@ -300,7 +300,7 @@ class OptionRowHandlerListSteps : public OptionRowHandlerList
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// OptionRowHandlerList::LoadInternal( cmds );
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}
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virtual bool Reload()
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virtual ReloadChanged Reload()
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{
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m_Def.m_vsChoices.clear();
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m_aListEntries.clear();
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@@ -361,7 +361,7 @@ class OptionRowHandlerListSteps : public OptionRowHandlerList
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m_aListEntries.push_back( GameCommand() );
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}
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return true;
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return RELOAD_CHANGED_ALL;
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}
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};
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@@ -671,6 +671,7 @@ class OptionRowHandlerLua : public OptionRowHandler
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{
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public:
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LuaExpression *m_pLuaTable;
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LuaReference m_EnabledForPlayersFunc;
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OptionRowHandlerLua() { m_pLuaTable = new LuaExpression; Init(); }
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virtual ~OptionRowHandlerLua() { delete m_pLuaTable; }
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@@ -679,6 +680,43 @@ public:
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OptionRowHandler::Init();
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m_pLuaTable->Unset();
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}
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void SetEnabledForPlayers()
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{
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Lua *L = LUA->Get();
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if( m_EnabledForPlayersFunc.IsNil() )
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{
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LUA->Release(L);
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return;
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}
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m_EnabledForPlayersFunc.PushSelf( L );
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/* Argument 1 (self): */
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m_pLuaTable->PushSelf( L );
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lua_call( L, 1, 1 ); // call function with 1 argument and 1 result
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if( !lua_istable(L, -1) )
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RageException::Throw( "\"EnabledForPlayers\" did not return a table" );
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m_Def.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
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lua_pushnil( L );
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while( lua_next(L, -2) != 0 )
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{
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/* `key' is at index -2 and `value' at index -1 */
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PlayerNumber pn = (PlayerNumber)luaL_checkint( L, -1 );
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m_Def.m_vEnabledForPlayers.insert( pn );
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lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */
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}
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lua_pop( L, 1 );
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LUA->Release(L);
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}
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virtual void LoadInternal( const Commands &cmds )
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{
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ASSERT( cmds.v.size() == 1 );
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@@ -763,29 +801,13 @@ public:
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lua_pop( L, 1 ); /* pop choices table */
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/* Iterate over the "EnabledForPlayers" table. */
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/* Set the EnabledForPlayers function. */
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lua_pushstring( L, "EnabledForPlayers" );
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lua_gettable( L, -2 );
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if( !lua_isnil( L, -1 ) )
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{
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if( !lua_istable( L, -1 ) )
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RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() );
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m_Def.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
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lua_pushnil( L );
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while( lua_next(L, -2) != 0 )
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{
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/* `key' is at index -2 and `value' at index -1 */
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PlayerNumber pn = (PlayerNumber)luaL_checkint( L, -1 );
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m_Def.m_vEnabledForPlayers.insert( pn );
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lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */
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}
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}
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lua_pop( L, 1 ); /* pop EnabledForPlayers table */
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if( !lua_isfunction( L, -1 ) && !lua_isnil( L, -1 ) )
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RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() );
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m_EnabledForPlayersFunc.SetFromStack( L );
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SetEnabledForPlayers();
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/* Iterate over the "ReloadRowMessages" table. */
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lua_pushstring( L, "ReloadRowMessages" );
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@@ -827,52 +849,13 @@ public:
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LUA->Release(L);
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}
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virtual bool Reload()
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virtual ReloadChanged Reload()
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{
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Lua *L = LUA->Get();
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/* Run the Lua expression. It should return a table. */
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const Command &command = m_cmds.v[0];
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RString sLuaFunction = command.m_vsArgs[1];
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m_pLuaTable->SetFromExpression( sLuaFunction );
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if( m_pLuaTable->GetLuaType() != LUA_TTABLE )
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RageException::Throw( "Result of \"%s\" is not a table", sLuaFunction.c_str() );
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m_pLuaTable->PushSelf( L );
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/* Iterate over the "EnabledForPlayers" table. */
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lua_pushstring( L, "EnabledForPlayers" );
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lua_gettable( L, -2 );
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if( !lua_isnil( L, -1 ) )
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{
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if( !lua_istable( L, -1 ) )
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RageException::Throw( "\"%s\" \"EnabledForPlayers\" is not a table", sLuaFunction.c_str() );
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m_Def.m_vEnabledForPlayers.clear(); // and fill in with supplied PlayerNumbers below
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lua_pushnil( L );
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while( lua_next(L, -2) != 0 )
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{
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/* `key' is at index -2 and `value' at index -1 */
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PlayerNumber pn = (PlayerNumber)luaL_checkint( L, -1 );
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m_Def.m_vEnabledForPlayers.insert( pn );
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lua_pop( L, 1 ); /* removes `value'; keeps `key' for next iteration */
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}
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}
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lua_pop( L, 1 ); /* pop EnabledForPlayers table */
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lua_pop( L, 1 ); /* pop main table */
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ASSERT( lua_gettop(L) == 0 );
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LUA->Release(L);
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return true;
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SetEnabledForPlayers();
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return RELOAD_CHANGED_ENABLED;
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}
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virtual void ImportOption( const vector<PlayerNumber> &vpns, vector<bool> vbSelectedOut[NUM_PLAYERS] ) const
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{
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Lua *L = LUA->Get();
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