feat: component script reloading
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267aebe7bd
commit
4761c520d5
@ -96,10 +96,15 @@ function build_files_list(filenames, selected)
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end
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local parent = file.parent(filename)
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local info = registry.get_info(actual_filename)
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local icon = "file"
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if info then
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icon = info.type == "component" and "entity" or info.type
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end
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files_list:add(gui.template("script_file", {
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path = parent .. (parent[#parent] == ':' and '' or '/'),
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name = file.name(filename),
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type = info and info.type or "file",
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icon = icon,
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unit = info and info.unit or '',
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filename = actual_filename
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}))
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end
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@ -153,6 +158,7 @@ function run_current_file()
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end
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local info = registry.get_info(current_file.filename)
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local script_type = info and info.type or "file"
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local unit = info and info.unit
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save_current_file()
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local func = function()
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@ -160,16 +166,15 @@ function run_current_file()
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xpcall(chunk, function(msg) __vc__error(msg, 1, 1, stack_size) end)
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end
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if script_type == "block" then
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func = function() block.reload_script(info.unit) end
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elseif script_type == "item" then
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func = function() item.reload_script(info.unit) end
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elseif script_type == "world" then
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func = function() world.reload_script(info.unit) end
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elseif script_type == "hud" then
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func = function() hud.reload_script(info.unit) end
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end
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local output = core.capture_output(func)
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local funcs = {
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block = block.reload_script,
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item = item.reload_script,
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world = world.reload_script,
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hud = hud.reload_script,
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component = entities.reload_component,
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}
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func = funcs[script_type] or func
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local output = core.capture_output(function() func(unit) end)
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document.output:add(
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string.format(
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"<label enabled='false' multiline='true' margin='2'>%s</label>",
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@ -1,10 +1,11 @@
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<container size="18">
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<image src="gui/%{type}" size="16"></image>
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<image src="gui/%{icon}" size="16"></image>
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<label hover-color='#30A0FF'
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pos="20,2"
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interactive="true"
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onclick='open_file_in_editor("%{filename}")'
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markup='md'
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tooltip='%{unit}'
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sizefunc="-1,-1">
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[#FFFFFF80]%{path}[#FFFFFFFF]%{name}
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</label>
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@ -7,19 +7,19 @@ local function collect_components(dirname, dest)
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if file.ext(filename) == "lua" then
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table.insert(dest, filename)
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export.classification[filename] = {
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type="entity",
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unit=file.prefix(filename)..":"..file.name(filename)
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type="component",
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unit=file.prefix(filename)..":"..file.stem(filename)
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}
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end
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end
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end
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end
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local function collect_scripts(dirname, dest)
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local function collect_scripts(dirname, dest, ismodule)
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if file.isdir(dirname) then
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local files = file.list(dirname)
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for i, filename in ipairs(files) do
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if file.name(filename) == "components" then
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if file.name(filename) == "components" and not ismodule then
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collect_components(filename, dest)
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elseif file.isdir(filename) then
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collect_scripts(filename, dest)
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@ -33,18 +33,18 @@ end
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local function load_scripts_list()
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local packs = pack.get_installed()
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for _, packid in ipairs(packs) do
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collect_scripts(packid..":modules", export.filenames)
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collect_scripts(packid..":modules", export.filenames, true)
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end
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for _, filename in ipairs(export.filenames) do
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export.classification[filename] = {
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type="module",
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unit=file.prefix(filename)..":"..filename:sub(filename:find("/")+1)
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unit=file.join(file.parent(file.prefix(filename)..":"..
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filename:sub(filename:find("/")+1)),
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file.stem(filename))
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}
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end
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for _, packid in ipairs(packs) do
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collect_scripts(packid..":scripts", export.filenames)
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collect_scripts(packid..":scripts", export.filenames, false)
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end
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end
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@ -34,7 +34,8 @@
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"gui/play",
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"gui/info",
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"gui/world",
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"gui/hud"
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"gui/hud",
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"gui/entity"
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],
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"fonts": [
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{
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BIN
res/textures/gui/entity.png
Normal file
BIN
res/textures/gui/entity.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 150 B |
@ -223,6 +223,18 @@ static int l_raycast(lua::State* L) {
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return 0;
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}
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static int l_reload_component(lua::State* L) {
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std::string name = lua::require_string(L, 1);
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size_t pos = name.find(':');
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if (pos == std::string::npos) {
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throw std::runtime_error("missing entry point");
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}
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auto filename = name.substr(0, pos + 1) + "scripts/components/" +
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name.substr(pos + 1) + ".lua";
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scripting::load_entity_component(name, filename, filename);
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return 0;
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}
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const luaL_Reg entitylib[] = {
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{"exists", lua::wrap<l_exists>},
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{"def_index", lua::wrap<l_def_index>},
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@ -238,5 +250,6 @@ const luaL_Reg entitylib[] = {
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{"get_all_in_box", lua::wrap<l_get_all_in_box>},
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{"get_all_in_radius", lua::wrap<l_get_all_in_radius>},
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{"raycast", lua::wrap<l_raycast>},
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{"reload_component", lua::wrap<l_reload_component>},
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{NULL, NULL}
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};
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