begin playertrade, questlog and textbooks modules

This commit is contained in:
Eduardo Bart
2012-04-30 21:20:27 -03:00
parent 5b352ac999
commit 00740b56f3
13 changed files with 193 additions and 2 deletions

View File

@@ -377,6 +377,7 @@ void Application::registerLuaFunctions()
g_lua.bindClassMemberFunction<UITextEdit>("setValidCharacters", &UITextEdit::setValidCharacters);
g_lua.bindClassMemberFunction<UITextEdit>("setShiftNavigation", &UITextEdit::setShiftNavigation);
g_lua.bindClassMemberFunction<UITextEdit>("setMultiline", &UITextEdit::setMultiline);
g_lua.bindClassMemberFunction<UITextEdit>("setMaxLength", &UITextEdit::setMaxLength);
g_lua.bindClassMemberFunction<UITextEdit>("moveCursor", &UITextEdit::moveCursor);
g_lua.bindClassMemberFunction<UITextEdit>("appendText", &UITextEdit::appendText);
g_lua.bindClassMemberFunction<UITextEdit>("removeCharacter", &UITextEdit::removeCharacter);
@@ -384,6 +385,7 @@ void Application::registerLuaFunctions()
g_lua.bindClassMemberFunction<UITextEdit>("getTextPos", &UITextEdit::getTextPos);
g_lua.bindClassMemberFunction<UITextEdit>("getTextHorizontalMargin", &UITextEdit::getTextHorizontalMargin);
g_lua.bindClassMemberFunction<UITextEdit>("getCursorPos", &UITextEdit::getCursorPos);
g_lua.bindClassMemberFunction<UITextEdit>("getMaxLength", &UITextEdit::getMaxLength);
g_lua.bindClassMemberFunction<UITextEdit>("isCursorEnabled", &UITextEdit::isCursorEnabled);
g_lua.bindClassMemberFunction<UITextEdit>("isAlwaysActive", &UITextEdit::isAlwaysActive);
g_lua.bindClassMemberFunction<UITextEdit>("isTextHidden", &UITextEdit::isTextHidden);

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@@ -55,6 +55,7 @@ public:
int getTextPos(Point pos);
int getTextHorizontalMargin() { return m_textHorizontalMargin; }
int getCursorPos() { return m_cursorPos; }
uint getMaxLength() { return m_maxLength; }
bool isCursorEnabled() { return m_cursorPos != -1; }
bool isAlwaysActive() { return m_alwaysActive; }
bool isTextHidden() { return m_textHidden; }

View File

@@ -357,7 +357,7 @@ void Game::processTutorialHint(int id)
void Game::processAutomapFlag(const Position& pos, int icon, const std::string& message)
{
g_lua.callGlobalField("g_game", "onAutomapFlag", pos, icon, message);
}
void Game::processOpenOutfitWindow(const Outfit& currentOufit, const std::vector<std::tuple<int, std::string, int>>& outfitList)