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Use new Context helpers for UI bindings
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@ -80,8 +80,10 @@ namespace MWLua
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}();
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}
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sol::table registerUiApi(const Context& context, bool menu)
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sol::table registerUiApi(const Context& context)
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{
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bool menu = context.mType == Context::Menu;
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MWBase::WindowManager* windowManager = MWBase::Environment::get().getWindowManager();
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sol::table api = context.mLua->newTable();
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@ -293,15 +295,8 @@ namespace MWLua
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sol::table initUserInterfacePackage(const Context& context)
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{
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std::string_view menuCache = "openmw_ui_menu";
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std::string_view gameCache = "openmw_ui_game";
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std::string_view cacheKey = context.mType == Context::Menu ? menuCache : gameCache;
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if (context.initializeOnce("openmw_ui_usertypes"))
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{
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sol::state_view& lua = context.mLua->sol();
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if (lua[cacheKey] != sol::nil)
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return lua[cacheKey];
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}
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auto element = context.mLua->sol().new_usertype<LuaUi::Element>("UiElement");
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element[sol::meta_function::to_string] = [](const LuaUi::Element& element) {
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std::stringstream res;
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@ -327,17 +322,20 @@ namespace MWLua
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};
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auto uiLayer = context.mLua->sol().new_usertype<LuaUi::Layer>("UiLayer");
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uiLayer["name"] = sol::readonly_property([](LuaUi::Layer& self) -> std::string_view { return self.name(); });
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uiLayer["name"]
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= sol::readonly_property([](LuaUi::Layer& self) -> std::string_view { return self.name(); });
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uiLayer["size"] = sol::readonly_property([](LuaUi::Layer& self) { return self.size(); });
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uiLayer[sol::meta_function::to_string]
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= [](LuaUi::Layer& self) { return Misc::StringUtils::format("UiLayer(%s)", self.name()); };
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}
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sol::table menuApi = registerUiApi(context, true);
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sol::table gameApi = registerUiApi(context, false);
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sol::state_view& lua = context.mLua->sol();
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lua[menuCache] = LuaUtil::makeReadOnly(menuApi);
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lua[gameCache] = LuaUtil::makeReadOnly(gameApi);
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return lua[cacheKey];
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sol::object cached = context.getTypePackage("openmw_ui");
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if (cached != sol::nil)
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return cached;
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else
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{
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sol::table api = LuaUtil::makeReadOnly(registerUiApi(context));
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return context.setTypePackage(api, "openmw_ui");
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}
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}
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}
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