lua: Implement wesnoth.view_locked() and wesnoth.lock_view()
Both are simple wrappers for display::view_locked() and display::set_view_locked(), respectively. view_locked() returns a boolean specifying whether the view is locked, and lock_view() takes a boolean specifying whether to lock the view (true) or unlock it (false).
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@ -125,6 +125,11 @@ Version 1.11.0-svn:
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* wesnoth.scroll_to_tile() now takes a fourth optional argument (boolean)
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specifying whether to ignore the scroll speed setting in Preferences and
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instantly warp to the given location
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* Added wesnoth.lock_view(), taking a boolean argument specifying whether
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to lock gamemap view scrolling (so the user cannot scroll, while WML/Lua
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actions still can, i.e. for cutscenes), or unlock it
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* Added wesnoth.view_locked(), returning a boolean true value if gamemap
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view scrolling has been locked, and false otherwise
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* Multiplayer:
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* A New Land:
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* Made it so that the "Elvish Shaman" option in the elvish unit selection
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@ -1532,6 +1532,27 @@ static int intf_is_enemy(lua_State *L)
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return 1;
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}
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/**
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* Gets whether gamemap scrolling is disabled for the user.
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* - Ret 1: boolean.
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*/
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static int intf_view_locked(lua_State *L)
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{
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lua_pushboolean(L, resources::screen->view_locked());
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return 1;
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}
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/**
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* Sets whether gamemap scrolling is disabled for the user.
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* - Arg 1: boolean, specifying the new locked/unlocked status.
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*/
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static int intf_lock_view(lua_State *L)
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{
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bool lock = lua_toboolean(L, 1);
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resources::screen->set_view_locked(lock);
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return 0;
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}
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/**
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* Gets some data on a side (__index metamethod).
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* - Arg 1: full userdata containing the team.
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@ -3493,6 +3514,7 @@ LuaKernel::LuaKernel(const config &cfg)
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{ "get_village_owner", &intf_get_village_owner },
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{ "highlight_hex", &intf_highlight_hex },
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{ "is_enemy", &intf_is_enemy },
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{ "lock_view", &intf_lock_view },
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{ "match_location", &intf_match_location },
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{ "match_side", &intf_match_side },
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{ "match_unit", &intf_match_unit },
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@ -3523,6 +3545,7 @@ LuaKernel::LuaKernel(const config &cfg)
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{ "unit_defense", &intf_unit_defense },
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{ "unit_movement_cost", &intf_unit_movement_cost },
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{ "unit_resistance", &intf_unit_resistance },
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{ "view_locked", &intf_view_locked },
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{ NULL, NULL }
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};
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luaL_register(L, "wesnoth", callbacks);
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