Lua: Replace uses of deprecated (moved) interface functions
This commit is contained in:
parent
f016ac7183
commit
0ee05637d9
16 changed files with 48 additions and 48 deletions
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@ -76,10 +76,10 @@
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[lua]
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code=<<
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local _ = wesnoth.textdomain "wesnoth-dw"
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local old_unit_status = wesnoth.theme_items.unit_status
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local old_unit_status = wesnoth.interface.game_display.unit_status
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function wesnoth.theme_items.unit_status()
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local u = wesnoth.get_displayed_unit()
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function wesnoth.interface.game_display.unit_status()
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local u = wesnoth.interface.get_displayed_unit()
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if not u then return {} end
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local s = old_unit_status()
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@ -15,7 +15,7 @@ for i, action_id in ipairs(skippable_actions) do
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skip_actions[action_id] = wesnoth.wml_actions[action_id]
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wesnoth.wml_actions[action_id] = function(cfg)
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if wesnoth.is_skipping_messages() then
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if wesnoth.interface.is_skipping_messages() then
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return
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end
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@ -1,10 +1,10 @@
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-- #textdomain wesnoth-utbs
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local _ = wesnoth.textdomain "wesnoth-utbs"
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local old_unit_status = wesnoth.theme_items.unit_status
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local old_unit_status = wesnoth.interface.game_display.unit_status
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function wesnoth.theme_items.unit_status()
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local u = wesnoth.get_displayed_unit()
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function wesnoth.interface.game_display.unit_status()
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local u = wesnoth.interface.get_displayed_unit()
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if not u then return {} end
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local s = old_unit_status()
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@ -18,7 +18,7 @@
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local students = wesnoth.units.find_on_map { side = wesnoth.current.side, { "filter_adjacent", { id = teacher.id } } }
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if #students > 0 then -- don't divide by zero
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wesnoth.scroll_to_tile(teacher.x, teacher.y)
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wesnoth.interface.scroll_to_hex(teacher.x, teacher.y)
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local function cf(u1, u2)
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-- criteria: the unit with lower level comes first
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@ -54,7 +54,7 @@
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student.experience = student.experience + xp_to_add
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-- performance-wise, string concatenation is slower than string interpolation
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-- but it's way more readable than two nested interpolations...
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wesnoth.float_label(student.x, student.y, "<span color='cyan'>" .. tostring(_ "+%d XP"):format(xp_to_add) .. "</span>")
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wesnoth.interface.float_label(student.x, student.y, "<span color='cyan'>" .. tostring(_ "+%d XP"):format(xp_to_add) .. "</span>")
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if student.experience >= student.max_experience then
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-- advance unit, animate and fire events
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student:advance(true, true)
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@ -28,7 +28,7 @@ on_event("die", function()
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u_killer_cfg.max_hitpoints = u_killer_cfg.max_hitpoints + 1
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u_killer_cfg.hitpoints = u_killer_cfg.hitpoints + 1
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wesnoth.units.to_map(u_killer_cfg)
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wesnoth.float_label(ec.x2, ec.y2, _ "+1 max HP", "0,255,0")
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wesnoth.interface.float_label(ec.x2, ec.y2, _ "+1 max HP", "0,255,0")
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return
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end
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end
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@ -41,5 +41,5 @@ on_event("die", function()
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},
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})
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u_killer.hitpoints = u_killer.hitpoints + 1
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wesnoth.float_label(ec.x2, ec.y2, _ "+1 max HP", "0,255,0")
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wesnoth.interface.float_label(ec.x2, ec.y2, _ "+1 max HP", "0,255,0")
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end)
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@ -316,9 +316,9 @@ function wml_actions.scroll_to(cfg)
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local loc = wesnoth.get_locations( cfg )[1]
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if not loc then return end
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if not utils.optional_side_filter(cfg) then return end
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wesnoth.scroll_to_tile(loc[1], loc[2], cfg.check_fogged, cfg.immediate)
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wesnoth.interface.scroll_to_hex(loc[1], loc[2], cfg.check_fogged, cfg.immediate)
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if cfg.highlight then
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wesnoth.highlight_hex(loc[1], loc[2])
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wesnoth.interface.highlight_hex(loc[1], loc[2])
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wml_actions.redraw{}
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end
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end
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@ -327,19 +327,19 @@ function wml_actions.scroll_to_unit(cfg)
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local u = wesnoth.units.find_on_map(cfg)[1]
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if not u then return end
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if not utils.optional_side_filter(cfg, "for_side", "for_side") then return end
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wesnoth.scroll_to_tile(u.x, u.y, cfg.check_fogged, cfg.immediate)
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wesnoth.interface.scroll_to_hex(u.x, u.y, cfg.check_fogged, cfg.immediate)
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if cfg.highlight then
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wesnoth.highlight_hex(u.x, u.y)
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wesnoth.interface.highlight_hex(u.x, u.y)
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wml_actions.redraw{}
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end
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end
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function wml_actions.lock_view(cfg)
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wesnoth.lock_view(true)
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wesnoth.interface.lock(true)
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end
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function wml_actions.unlock_view(cfg)
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wesnoth.lock_view(false)
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wesnoth.interface.lock(false)
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end
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function wml_actions.select_unit(cfg)
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@ -528,7 +528,7 @@ function wml_actions.delay(cfg)
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local delay = tonumber(cfg.time) or
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helper.wml_error "[delay] missing required time= attribute."
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local accelerate = cfg.accelerate or false
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wesnoth.delay(delay, accelerate)
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wesnoth.interface.delay(delay, accelerate)
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end
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function wml_actions.floating_text(cfg)
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@ -536,7 +536,7 @@ function wml_actions.floating_text(cfg)
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local text = cfg.text or helper.wml_error("[floating_text] missing required text= attribute")
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for i, loc in ipairs(locs) do
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wesnoth.float_label(loc[1], loc[2], text, cfg.color)
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wesnoth.interface.float_label(loc[1], loc[2], text, cfg.color)
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end
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end
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@ -708,11 +708,11 @@ function wml_actions.disallow_end_turn(cfg)
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end
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function wml_actions.clear_menu_item(cfg)
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wesnoth.clear_menu_item(cfg.id)
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wesnoth.interface.clear_menu_item(cfg.id)
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end
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function wml_actions.set_menu_item(cfg)
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wesnoth.set_menu_item(cfg.id, cfg)
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wesnoth.interface.set_menu_item(cfg.id, cfg)
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end
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function wml_actions.place_shroud(cfg)
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@ -760,12 +760,12 @@ function wml_actions.scroll(cfg)
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end
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end
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if have_human or #sides == 0 then
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wesnoth.scroll(cfg.x or 0, cfg.y or 0)
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wesnoth.interface.scroll(cfg.x or 0, cfg.y or 0)
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end
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end
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function wml_actions.color_adjust(cfg)
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wesnoth.color_adjust(cfg)
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wesnoth.interface.color_adjust(cfg)
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end
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function wml_actions.end_turn(cfg)
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@ -864,8 +864,8 @@ wml_actions.unstore_unit = function(cfg)
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if color == nil and cfg.red and cfg.blue and cfg.green then
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color = cfg.red .. "," .. cfg.green .. "," .. cfg.blue
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end
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if text ~= nil and not wesnoth.is_skipping_messages() then
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wesnoth.float_label(x, y, text, color)
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if text ~= nil and not wesnoth.interface.is_skipping_messages() then
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wesnoth.interface.float_label(x, y, text, color)
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end
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if advance then
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unit:advance(animate, cfg.fire_event)
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@ -947,7 +947,7 @@ function wesnoth.wml_actions.change_theme(cfg)
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end
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function wesnoth.wml_actions.zoom(cfg)
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wesnoth.zoom(cfg.factor, cfg.relative)
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wesnoth.interface.zoom(cfg.factor, cfg.relative)
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end
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function wesnoth.wml_actions.story(cfg)
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@ -69,7 +69,7 @@ local function add_animation(anim, cfg)
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-- TODO: The last argument is currently unused
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-- (should make the game not scroll if view locked or prefs disables it)
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wesnoth.scroll_to_tile(unit.x, unit.y, true, false, true, false)
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wesnoth.interface.scroll_to_hex(unit.x, unit.y, true, false, true, false)
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local facing = wml.get_child(cfg, "facing")
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if facing then
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@ -41,7 +41,7 @@ function wml_actions.harm_unit(cfg)
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if animate then
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if animate ~= "defender" and harmer and harmer.valid then
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wesnoth.scroll_to_tile(harmer.x, harmer.y, true)
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wesnoth.interface.scroll_to_hex(harmer.x, harmer.y, true)
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wml_actions.animate_unit {
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flag = "attack",
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hits = true,
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@ -52,7 +52,7 @@ function wml_actions.harm_unit(cfg)
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T.facing { x = unit_to_harm.x, y = unit_to_harm.y },
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}
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end
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wesnoth.scroll_to_tile(unit_to_harm.x, unit_to_harm.y, true)
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wesnoth.interface.scroll_to_hex(unit_to_harm.x, unit_to_harm.y, true)
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end
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-- the two functions below are taken straight from the C++ engine,
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@ -160,7 +160,7 @@ function wml_actions.harm_unit(cfg)
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end
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end
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wesnoth.float_label( unit_to_harm.x, unit_to_harm.y, string.format( "<span foreground='red'>%s</span>", text ) )
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wesnoth.interface.float_label( unit_to_harm.x, unit_to_harm.y, string.format( "<span foreground='red'>%s</span>", text ) )
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local function calc_xp( level ) -- to calculate the experience in case of kill
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if level == 0 then return math.ceil(wesnoth.game_config.kill_experience / 2)
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@ -183,7 +183,7 @@ function wml_actions.harm_unit(cfg)
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end
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if animate then
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wesnoth.delay(delay)
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wesnoth.interface.delay(delay)
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end
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if variable then
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@ -4,7 +4,7 @@ local wml_actions = wesnoth.wml_actions
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local scenario_items = {}
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local next_item_name = 0
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local function add_overlay(x, y, cfg)
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wesnoth.add_tile_overlay(x, y, cfg)
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wesnoth.interface.add_hex_overlay(x, y, cfg)
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local items = scenario_items[x * 10000 + y]
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if not items then
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items = {}
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@ -27,7 +27,7 @@ end
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local function remove_overlay(x, y, name)
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local items = scenario_items[x * 10000 + y]
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if not items then return end
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wesnoth.remove_tile_overlay(x, y, name)
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wesnoth.interface.remove_hex_overlay(x, y, name)
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if name then
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for i = #items,1,-1 do
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local item = items[i]
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@ -42,7 +42,7 @@ function wesnoth.wml_actions.kill(cfg)
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wesnoth.fire_event("last breath", death_loc, killer_loc)
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end
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if cfg.animate and unit.valid == "map" then
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wesnoth.scroll_to_tile(death_loc, true)
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wesnoth.interface.scroll_to_hex(death_loc, true)
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local anim = wesnoth.create_animator()
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local primary = wml.get_child(cfg, "primary_attack")
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local secondary = wml.get_child(cfg, "secondary_attack")
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@ -302,7 +302,7 @@ local function message_user_choice(cfg, speaker, options, text_input, sound)
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end
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if option_chosen == -2 then -- Pressed Escape (only if no input)
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wesnoth.skip_messages()
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wesnoth.interface.skip_messages()
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end
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local result_cfg = {}
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@ -372,7 +372,7 @@ function wesnoth.wml_actions.message(cfg)
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-- Check if there is any input to be made, if not the message may be skipped
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local has_input = text_input ~= nil or #options > 0
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if not has_input and wesnoth.is_skipping_messages() then
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if not has_input and wesnoth.interface.is_skipping_messages() then
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-- No input to get and the user is not interested either
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log("Skipping [message] because user not interested", "debug")
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return
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@ -410,17 +410,17 @@ function wesnoth.wml_actions.message(cfg)
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-- Nothing to do here
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elseif speaker == "narrator" then
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-- Narrator, so deselect units
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wesnoth.deselect_hex()
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wesnoth.interface.deselect_hex()
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-- The speaker is expected to be either nil or a unit later
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speaker = nil
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wesnoth.fire("redraw")
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else
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-- Check ~= false, because the default if omitted should be true
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if cfg.scroll ~= false then
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wesnoth.scroll_to_tile(speaker.x, speaker.y, true, false, true)
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wesnoth.interface.scroll_to_hex(speaker.x, speaker.y, true, false, true)
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end
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wesnoth.highlight_hex(speaker.x, speaker.y)
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wesnoth.interface.highlight_hex(speaker.x, speaker.y)
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wesnoth.fire("redraw")
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end
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@ -448,7 +448,7 @@ function wesnoth.wml_actions.message(cfg)
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-- Unhilight the speaker
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if speaker and not cfg.highlight == false then
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wesnoth.deselect_hex()
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wesnoth.interface.deselect_hex()
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end
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if #options > 0 then
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@ -52,7 +52,7 @@ function wml_actions.object(cfg)
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if not silent then
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unit:select(false)
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wesnoth.highlight_hex(unit.x, unit.y)
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wesnoth.interface.highlight_hex(unit.x, unit.y)
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end
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-- Mark this item as used up
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@ -1285,9 +1285,9 @@ end
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function has_teleport(u)
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return u:ability("teleport")
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end
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local old_unit_status = wesnoth.theme_items.unit_status
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function wesnoth.theme_items.unit_status()
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local u = wesnoth.get_displayed_unit()
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local old_unit_status = wesnoth.interface.game_display.unit_status
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function wesnoth.interface.game_display.unit_status()
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local u = wesnoth.interface.get_displayed_unit()
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if not u then return {} end
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local s = old_unit_status()
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if u.status.entangled then
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@ -52,7 +52,7 @@ return function()
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-- Reached the lobby. Random delay before we start actually simulating activity.
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-- This is here to avoid a situation where activity arrives in bursts after a script
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-- has launched, say, 100 copies of Wesnoth at the same time.
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wesnoth.delay(wesnoth.random(15000))
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wesnoth.interface.delay(wesnoth.random(15000))
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events, context, info = coroutine.yield()
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@ -82,7 +82,7 @@ return function()
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end
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end
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wesnoth.delay(15000)
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wesnoth.interface.delay(15000)
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events, context, info = coroutine.yield()
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end
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@ -526,7 +526,7 @@ void lua_interpreter::controller::input_keypress_callback(bool& handled,
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handled = true;
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halt = true;
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// Commands such as `wesnoth.zoom` might cause the display to redraw and leave the window half-drawn.
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// Commands such as `wesnoth.interface.zoom` might cause the display to redraw and leave the window half-drawn.
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// This preempts that.
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window.set_is_dirty(true);
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@ -228,7 +228,7 @@ private:
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/**
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an object to leave the synced context during draw or unsynced wml items when we don’t know whether we are in a synced context or not.
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if we are in a synced context we leave the synced context, otherwise it has no effect.
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we need this because we might call lua's wesnoth.theme_items during draw and we don’t want to have that an effect on the gamestate in this case.
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we need this because we might call lua's wesnoth.interface.game_display during draw and we don’t want to have that an effect on the gamestate in this case.
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*/
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class set_scontext_unsynced
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{
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