This commit is contained in:
Quentin 2023-07-02 00:59:02 +02:00 committed by GitHub
parent 346960b012
commit 4c71be4142
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# Class: base_text_element
Class representing a gui text element.
## Functions (2)
### `set_text(new_text)`
- **Parameters:**
- `new_text` (string): The new text for that gui text element.
**Exemple Usage:**
```lua
base_text_element:set_text(new_text)
```
### `get_text()`
- **Returns:**
- `string`: Returns the current text for that gui text element.
**Exemple Usage:**
```lua
string = base_text_element:get_text()
```

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# Class: button
## Inherit from 1 class: base_text_element
Class representing a gui button.

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# Class: checkbox
## Inherit from 1 class: base_text_element
Class representing a gui checkbox.
## Functions (2)
### `is_enabled()`
- **Returns:**
- `boolean`: Is the checkbox checked?
**Exemple Usage:**
```lua
boolean = checkbox:is_enabled()
```
### `set_enabled(enabled)`
- **Parameters:**
- `enabled` (boolean): The desired enabled state of the checkbox.
**Exemple Usage:**
```lua
checkbox:set_enabled(enabled)
```

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# Class: input_float
## Inherit from 1 class: base_text_element
Class for representing an input field for editing a float value within the GUI.
## Functions (2)
### `get_value()`
- **Returns:**
- `float`: Get the value currently written inside the input field.
**Exemple Usage:**
```lua
float = input_float:get_value()
```
### `set_value(val)`
- **Parameters:**
- `val` (float): Set the value currently written inside the input field.
**Exemple Usage:**
```lua
input_float:set_value(val)
```

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# Class: input_int
## Inherit from 1 class: base_text_element
Class for representing an input field for editing an integer value within the GUI.
## Functions (2)
### `get_value()`
- **Returns:**
- `integer`: Get the value currently written inside the input field.
**Exemple Usage:**
```lua
integer = input_int:get_value()
```
### `set_value(val)`
- **Parameters:**
- `val` (integer): Set the value currently written inside the input field.
**Exemple Usage:**
```lua
input_int:set_value(val)
```

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# Class: input_string
## Inherit from 1 class: base_text_element
Class for representing an input field for editing a string value within the GUI.
## Functions (2)
### `get_value()`
- **Returns:**
- `string`: Get the value currently written inside the input field.
**Exemple Usage:**
```lua
string = input_string:get_value()
```
### `set_value(val)`
- **Parameters:**
- `val` (string): Set the value currently written inside the input field.
**Exemple Usage:**
```lua
input_string:set_value(val)
```

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# Class: lua_patch
Class representing a in-memory patch.
## Functions (2)
### `apply()`
Apply the modified value.
**Exemple Usage:**
```lua
lua_patch:apply()
```
### `restore()`
Restore the original value.
**Exemple Usage:**
```lua
lua_patch:restore()
```

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# Class: pointer
Class representing a 64-bit memory address.
## Constructors (1)
### `new(address)`
Returns a memory instance, with the given address.
- **Parameters:**
- `address` (integer): Address
**Exemple Usage:**
```lua
myInstance = pointer:new(address)
```
## Functions (23)
### `add(offset)`
Adds an offset to the current memory address and returns a new pointer object.
- **Parameters:**
- `offset` (integer): offset
- **Returns:**
- `pointer`: new pointer object.
**Exemple Usage:**
```lua
pointer = pointer:add(offset)
```
### `sub(offset)`
Subs an offset to the current memory address and returns a new pointer object.
- **Parameters:**
- `offset` (integer): offset
- **Returns:**
- `pointer`: new pointer object.
**Exemple Usage:**
```lua
pointer = pointer:sub(offset)
```
### `rip(offset)`
Rips the current memory address and returns a new pointer object.
- **Parameters:**
- `offset` (integer): offset
- **Returns:**
- `pointer`: new pointer object.
**Exemple Usage:**
```lua
pointer = pointer:rip(offset)
```
### `get_byte()`
Retrieves the value stored at the memory address as the specified type.
- **Returns:**
- `number`: the value stored at the memory address as the specified type.
**Exemple Usage:**
```lua
number = pointer:get_byte()
```
### `get_word()`
Retrieves the value stored at the memory address as the specified type.
- **Returns:**
- `number`: the value stored at the memory address as the specified type.
**Exemple Usage:**
```lua
number = pointer:get_word()
```
### `get_dword()`
Retrieves the value stored at the memory address as the specified type.
- **Returns:**
- `number`: the value stored at the memory address as the specified type.
**Exemple Usage:**
```lua
number = pointer:get_dword()
```
### `get_float()`
Retrieves the value stored at the memory address as the specified type.
- **Returns:**
- `float`: the value stored at the memory address as the specified type.
**Exemple Usage:**
```lua
float = pointer:get_float()
```
### `get_qword()`
Retrieves the value stored at the memory address as the specified type.
- **Returns:**
- `number`: the value stored at the memory address as the specified type.
**Exemple Usage:**
```lua
number = pointer:get_qword()
```
### `set_byte(value)`
Sets the value at the memory address to the specified value of the given type.
- **Parameters:**
- `value` (number): new value.
**Exemple Usage:**
```lua
pointer:set_byte(value)
```
### `set_word(value)`
Sets the value at the memory address to the specified value of the given type.
- **Parameters:**
- `value` (number): new value.
**Exemple Usage:**
```lua
pointer:set_word(value)
```
### `set_dword(value)`
Sets the value at the memory address to the specified value of the given type.
- **Parameters:**
- `value` (number): new value.
**Exemple Usage:**
```lua
pointer:set_dword(value)
```
### `set_float(value)`
Sets the value at the memory address to the specified value of the given type.
- **Parameters:**
- `value` (float): new value.
**Exemple Usage:**
```lua
pointer:set_float(value)
```
### `set_qword(value)`
Sets the value at the memory address to the specified value of the given type.
- **Parameters:**
- `value` (number): new value.
**Exemple Usage:**
```lua
pointer:set_qword(value)
```
### `get_string()`
Retrieves the value stored at the memory address as the specified type.
- **Returns:**
- `string`: the value stored at the memory address as the specified type.
**Exemple Usage:**
```lua
string = pointer:get_string()
```
### `set_string(value)`
Sets the value at the memory address to the specified value of the given type.
- **Parameters:**
- `value` (string): new value.
**Exemple Usage:**
```lua
pointer:set_string(value)
```
### `patch_byte(value)`
Creates a memory patch for modifying the value at the memory address with the specified value.
The modified value is applied when you call the apply function on the lua_patch object.
The original value is restored when you call the restore function on the lua_patch object.
- **Parameters:**
- `value` (number): new value.
- **Returns:**
- `lua_patch`: memory patch instance for modifying the value at the memory address with the specified value. Can call apply / restore on the object.
**Exemple Usage:**
```lua
lua_patch = pointer:patch_byte(value)
```
### `patch_word(value)`
Creates a memory patch for modifying the value at the memory address with the specified value.
The modified value is applied when you call the apply function on the lua_patch object.
The original value is restored when you call the restore function on the lua_patch object.
- **Parameters:**
- `value` (number): new value.
- **Returns:**
- `lua_patch`: memory patch instance for modifying the value at the memory address with the specified value. Can call apply / restore on the object.
**Exemple Usage:**
```lua
lua_patch = pointer:patch_word(value)
```
### `patch_dword(value)`
Creates a memory patch for modifying the value at the memory address with the specified value.
The modified value is applied when you call the apply function on the lua_patch object.
The original value is restored when you call the restore function on the lua_patch object.
- **Parameters:**
- `value` (number): new value.
- **Returns:**
- `lua_patch`: memory patch instance for modifying the value at the memory address with the specified value. Can call apply / restore on the object.
**Exemple Usage:**
```lua
lua_patch = pointer:patch_dword(value)
```
### `patch_qword(value)`
Creates a memory patch for modifying the value at the memory address with the specified value.
The modified value is applied when you call the apply function on the lua_patch object.
The original value is restored when you call the restore function on the lua_patch object.
- **Parameters:**
- `value` (number): new value.
- **Returns:**
- `lua_patch`: memory patch instance for modifying the value at the memory address with the specified value. Can call apply / restore on the object.
**Exemple Usage:**
```lua
lua_patch = pointer:patch_qword(value)
```
### `is_null()`
- **Returns:**
- `boolean`: Returns true if the address is null.
**Exemple Usage:**
```lua
boolean = pointer:is_null()
```
### `is_valid()`
- **Returns:**
- `boolean`: Returns true if the address is not null.
**Exemple Usage:**
```lua
boolean = pointer:is_valid()
```
### `deref()`
Dereferences the memory address and returns a new pointer object pointing to the value at that address.
- **Returns:**
- `pointer`: A new pointer object pointing to the value at that address.
**Exemple Usage:**
```lua
pointer = pointer:deref()
```
### `get_address()`
Retrieves the memory address stored in the pointer object.
- **Returns:**
- `number`: The memory address stored in the pointer object as a number.
**Exemple Usage:**
```lua
number = pointer:get_address()
```

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# Class: sameline
Class for ImGui::SameLine() - Puts a sameline between widgets or groups to layout them horizontally.

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# Class: separator
Class for ImGui::Separator() - separator, generally horizontal. Inside a menu bar or in horizontal layout mode, this becomes a vertical separator.

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# Class: tab
Class for representing a tab within the GUI.
## Functions (8)
### `add_button(name, callback)`
Add a button to the gui tab.
- **Parameters:**
- `name` (string): Text written inside the button.
- `callback` (function): function that will be called when the button is clicked.
**Exemple Usage:**
```lua
tab:add_button(name, callback)
```
### `add_text(name)`
Add text to the gui tab.
- **Parameters:**
- `name` (string): Text that will be written.
- **Returns:**
- `text`: The text object instance.
**Exemple Usage:**
```lua
text = tab:add_text(name)
```
### `add_checkbox(name)`
Add a checkbox widget to the gui tab.
- **Parameters:**
- `name` (string): Text that will be written next to the checkbox.
- **Returns:**
- `checkbox`: The checkbox object instance.
**Exemple Usage:**
```lua
checkbox = tab:add_checkbox(name)
```
### `add_sameline()`
Add a ImGui::SameLine.
- **Returns:**
- `sameline`: The sameline object instance.
**Exemple Usage:**
```lua
sameline = tab:add_sameline()
```
### `add_separator()`
Add a ImGui::Separator.
- **Returns:**
- `separator`: The separator object instance.
**Exemple Usage:**
```lua
separator = tab:add_separator()
```
### `add_input_int(name)`
Add a ImGui::InputInt.
- **Parameters:**
- `name` (string): Text that will be written next to the input field.
- **Returns:**
- `input_int`: The input_int object instance.
**Exemple Usage:**
```lua
input_int = tab:add_input_int(name)
```
### `add_input_float(name)`
Add a ImGui::InputFloat.
- **Parameters:**
- `name` (string): Text that will be written next to the input field.
- **Returns:**
- `input_float`: The input_float object instance.
**Exemple Usage:**
```lua
input_float = tab:add_input_float(name)
```
### `add_input_string(name)`
Add a ImGui::InputText.
- **Parameters:**
- `name` (string): Text that will be written next to the input field.
- **Returns:**
- `input_string`: The input_string object instance.
**Exemple Usage:**
```lua
input_string = tab:add_input_string(name)
```

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# Class: text
## Inherit from 1 class: base_text_element
Class representing an imgui text element.
## Functions (1)
### `set_font(font)`
- **Parameters:**
- `font` (string): The new font name for that imgui text element.
**Exemple Usage:**
```lua
text:set_font(font)
```

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# Class: vec3
Class representing a 3D vector.
## Fields (3)
### `x`
x component of the vector.
- Type: `float`
### `y`
y component of the vector.
- Type: `float`
### `z`
z component of the vector.
- Type: `float`
## Constructors (1)
### `new(x, y, z)`
Returns a vector that contains the x, y, and z values.
- **Parameters:**
- `x` (float): x component of the vector.
- `y` (float): y component of the vector.
- `z` (float): z component of the vector.
**Exemple Usage:**
```lua
myInstance = vec3:new(x, y, z)
```

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import os
from enum import Enum
src_folder = "../../src/"
lua_api_comment_identifier = "lua api"
lua_api_comment_separator = ":"
tables = {}
classes = {}
functions = {}
class DocKind(Enum):
Table = "table"
Class = "class"
Field = "field"
Constructor = "constructor"
Function = "function"
class Table:
def __init__(self, name, fields, functions, description):
self.name = name.strip()
self.fields = fields
self.functions = functions
self.description = description
def __str__(self):
s = f"# Table: {self.name}\n"
s += "\n"
if len(self.description) > 0:
s += f"{self.description}\n"
s += "\n"
if len(self.fields) > 0:
s += f"## Fields ({len(self.fields)})\n"
s += "\n"
self.check_for_duplicate_fields_names()
for field in self.fields:
s += field.print_markdown()
if len(self.functions) > 0:
s += f"## Functions ({len(self.functions)})\n"
s += "\n"
self.check_for_duplicate_function_names()
for func in self.functions:
s += func.print_markdown(f"{self.name}.")
s += "\n"
return s
def check_for_duplicate_fields_names(self):
seen = set()
duplicates = [x for x in self.fields if x.name in seen or seen.add(x.name)]
if len(duplicates) > 0:
print("Error while building lua doc. Duplicate field names:")
for dup in duplicates:
print(dup)
exit(1)
def check_for_duplicate_function_names(self):
seen = set()
duplicates = [x for x in self.functions if x.name in seen or seen.add(x.name)]
if len(duplicates) > 0:
print("Error while building lua doc. Duplicate function names:")
for dup in duplicates:
print(dup)
exit(1)
class Class:
def __init__(self, name, inheritance, fields, constructors, functions, description):
self.name = name.strip()
self.inheritance = inheritance
self.fields = fields
self.constructors = constructors
self.functions = functions
self.description = description
def __str__(self):
s = f"# Class: {self.name}\n"
s += "\n"
if len(self.inheritance) > 0:
inherited_class_names = ", ".join(self.inheritance)
s += f"## Inherit from {len(self.inheritance)} class: {inherited_class_names}\n"
s += "\n"
if len(self.description) > 0:
s += f"{self.description}\n"
s += "\n"
if len(self.fields) > 0:
s += f"## Fields ({len(self.fields)})\n"
s += "\n"
self.check_for_duplicate_fields_names()
for field in self.fields:
s += field.print_markdown()
if len(self.constructors) > 0:
s += f"## Constructors ({len(self.constructors)})\n"
s += "\n"
for ctor in self.constructors:
s += ctor.print_markdown()
if len(self.functions) > 0:
s += f"## Functions ({len(self.functions)})\n"
s += "\n"
self.check_for_duplicate_function_names()
for func in self.functions:
s += func.print_markdown(f"{self.name}:")
s += "\n"
return s
def check_for_duplicate_fields_names(self):
seen = set()
duplicates = [x for x in self.fields if x.name in seen or seen.add(x.name)]
if len(duplicates) > 0:
print("Error while building lua doc. Duplicate field names:")
for dup in duplicates:
print(dup)
exit(1)
def check_for_duplicate_function_names(self):
seen = set()
duplicates = [x for x in self.functions if x.name in seen or seen.add(x.name)]
if len(duplicates) > 0:
print("Error while building lua doc. Duplicate function names:")
for dup in duplicates:
print(dup)
exit(1)
class Field:
def __init__(self, name, type_, description):
self.name = name.strip()
self.type_ = type_.strip()
self.description = description
def __str__(self):
s = f"Field: {self.name}\n"
s += f"Type: {self.type_}\n"
s += f"Description: {self.description.strip()}\n"
return s
def print_markdown(self):
s = ""
s += f"### `{self.name}`\n"
s += "\n"
if len(self.description) > 0:
s += f"{self.description}\n"
s += "\n"
if self.type_ is not None and len(self.type_) > 0:
s += f"- Type: `{self.type_}`\n"
s += "\n"
return s
class Constructor:
def __init__(self, parent, parameters, description):
self.parent = parent
self.parameters = parameters
self.description = description
def print_markdown(self):
s = ""
parameters_str = ", ".join(p.name for p in self.parameters)
s += f"### `new({parameters_str})`\n"
s += "\n"
if len(self.description) > 0:
s += f"{self.description}\n"
s += "\n"
if len(self.parameters) > 0:
s += f"- **Parameters:**\n"
for param in self.parameters:
s += f" - `{param.name}` ({param.type_})"
if len(param.description) > 0:
s += f": {param.description}\n"
else:
s += f"\n"
s += "\n"
s += f"**Exemple Usage:**\n"
s += "```lua\n"
s += f"myInstance = {self.parent.name}:new({parameters_str})\n"
s += "```\n"
s += "\n"
return s
class Parameter:
def __init__(self, name, type_, description):
self.name = name.strip()
self.type_ = type_.strip()
self.description = description
def __str__(self):
s = f"Parameter: {self.name}\n"
s += f"Type: {self.type_}\n"
s += f"Description: {self.description.strip()}\n"
return s
class Function:
def __init__(
self, name, parent, parameters, return_type, return_description, description
):
self.name = name.strip()
self.parent = parent
self.parameters = parameters
self.return_type = return_type
self.return_description = return_description
self.description = description
def __str__(self):
s = f"Function: {self.name}\n"
type_name = str(type(self.parent)).split(".")[1][:-2]
s += f"Parent: {self.parent.name} ({type_name})\n"
s += f"Parameters: {len(self.parameters)}\n"
i = 1
for param in self.parameters:
s += f"Parameter {i}\n"
s += str(param) + "\n"
i += 1
s += f"Return Type: {self.return_type}\n"
s += f"Return Description: {self.return_description}\n"
s += f"Description: {self.description}\n"
return s
def print_markdown(self, prefix):
s = ""
parameters_str = ", ".join(p.name for p in self.parameters)
s += f"### `{self.name}({parameters_str})`\n"
s += "\n"
if len(self.description) > 0:
s += f"{self.description}\n"
s += "\n"
if len(self.parameters) > 0:
s += f"- **Parameters:**\n"
for param in self.parameters:
s += f" - `{param.name}` ({param.type_})"
if len(param.description) > 0:
s += f": {param.description}\n"
else:
s += f"\n"
s += "\n"
if self.return_type is not None and len(self.return_type) > 0:
s += f"- **Returns:**\n"
s += f" - `{self.return_type}`: {self.return_description}\n"
s += "\n"
s += f"**Exemple Usage:**\n"
s += "```lua\n"
if self.return_type is not None and len(self.return_type) > 0:
s += self.return_type + " = "
if "Global Table" in prefix:
prefix = ""
s += f"{prefix}{self.name}({parameters_str})\n"
s += "```\n"
s += "\n"
return s
def make_table(table_name):
if table_name not in tables:
tables[table_name] = Table(table_name, [], [], "")
cur_table = tables[table_name]
return cur_table
def make_class(class_name):
if class_name not in classes:
classes[class_name] = Class(class_name, [], [], [], [], "")
cur_class = classes[class_name]
return cur_class
def is_comment_a_lua_api_doc_comment(text_lower):
return (
lua_api_comment_identifier in text_lower
and lua_api_comment_separator in text_lower
and "//" in text_lower
)
def parse_lua_api_doc(folder_path):
for root, dirs, files in os.walk(folder_path):
for file_name in files:
if os.path.splitext(file_name)[1].startswith((".c", ".h")):
file_path = os.path.join(root, file_name)
with open(file_path, "r") as file:
doc_kind = None
cur_table = None
cur_class = None
cur_function = None
cur_field = None
cur_constructor = None
for line in file:
line = line.strip()
line_lower = line.lower()
if is_comment_a_lua_api_doc_comment(line_lower):
doc_kind = DocKind(
line.split(lua_api_comment_separator, 1)[1]
.strip()
.lower()
)
continue
if doc_kind is not None and "//" in line:
match doc_kind:
case DocKind.Table:
cur_table = parse_table_doc(
cur_table, line, line_lower
)
case DocKind.Class:
cur_class = parse_class_doc(
cur_class, line, line_lower
)
case DocKind.Function:
(
cur_function,
cur_table,
cur_class,
) = parse_function_doc(
cur_function,
cur_table,
cur_class,
line,
line_lower,
)
case DocKind.Field:
(cur_field, cur_table, cur_class) = parse_field_doc(
cur_field,
cur_table,
cur_class,
line,
line_lower,
)
case DocKind.Constructor:
(
cur_constructor,
cur_class,
) = parse_constructor_doc(
cur_constructor,
cur_class,
line,
line_lower,
)
case _:
# print("unsupported doc kind: " + str(doc_kind))
pass
else:
doc_kind = None
def parse_table_doc(cur_table, line, line_lower):
if is_lua_doc_comment_startswith(line_lower, "name"):
table_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_table = make_table(table_name)
else:
if len(cur_table.description) != 0:
cur_table.description += "\n"
cur_table.description += sanitize_description(line)
return cur_table
def parse_class_doc(cur_class, line, line_lower):
if is_lua_doc_comment_startswith(line_lower, "name"):
class_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_class = make_class(class_name)
elif is_lua_doc_comment_startswith(line_lower, "inherit"):
inherited_class_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_class.inheritance.append(inherited_class_name)
else:
if len(cur_class.description) != 0:
cur_class.description += "\n"
cur_class.description += sanitize_description(line)
return cur_class
def parse_function_doc(cur_function, cur_table, cur_class, line, line_lower):
if is_lua_doc_comment_startswith(line_lower, "table") and lua_api_comment_separator in line_lower:
table_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_table = make_table(table_name)
cur_function = Function("Didnt get name yet", cur_table, [], None, "", "")
cur_table.functions.append(cur_function)
elif is_lua_doc_comment_startswith(line_lower, "class") and lua_api_comment_separator in line_lower:
class_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_class = make_class(class_name)
cur_function = Function("Didnt get name yet", cur_class, [], None, "", "")
cur_class.functions.append(cur_function)
elif is_lua_doc_comment_startswith(line_lower, "name") and lua_api_comment_separator in line_lower:
function_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_function.name = function_name
if function_name not in functions:
functions[function_name] = cur_function
elif is_lua_doc_comment_startswith(line_lower, "param") and lua_api_comment_separator in line_lower:
parameter = make_parameter_from_doc_line(line)
cur_function.parameters.append(parameter)
elif is_lua_doc_comment_startswith(line_lower, "return") and lua_api_comment_separator in line_lower:
return_info = line.split(lua_api_comment_separator, 2)
try:
cur_function.return_type = return_info[1].strip()
cur_function.return_description = return_info[2].strip()
except IndexError:
pass
else:
if len(cur_function.description) != 0:
cur_function.description += "\n"
cur_function.description += sanitize_description(line)
return cur_function, cur_table, cur_class
def parse_field_doc(cur_field, cur_table, cur_class, line, line_lower):
if is_lua_doc_comment_startswith(line_lower, "table") and lua_api_comment_separator in line_lower:
table_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_table = make_table(table_name)
cur_field = Field("Didnt get name yet", "", "")
cur_table.fields.append(cur_field)
elif is_lua_doc_comment_startswith(line_lower, "class") and lua_api_comment_separator in line_lower:
class_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_class = make_class(class_name)
cur_field = Field("Didnt get name yet", "", "")
cur_class.fields.append(cur_field)
elif is_lua_doc_comment_startswith(line_lower, "field") and lua_api_comment_separator in line_lower:
field_info = line.split(lua_api_comment_separator, 2)
cur_field.name = field_info[1].strip()
cur_field.type_ = field_info[2].strip()
else:
if len(cur_field.description) != 0:
cur_field.description += "\n"
if line.startswith("// "):
line = line[3:]
cur_field.description += sanitize_description(line)
return cur_field, cur_table, cur_class
def parse_constructor_doc(cur_constructor, cur_class, line, line_lower):
if is_lua_doc_comment_startswith(line_lower, "class") and lua_api_comment_separator in line_lower:
class_name = line.split(lua_api_comment_separator, 1)[1].strip()
cur_class = make_class(class_name)
cur_constructor = Constructor(cur_class, [], "")
cur_class.constructors.append(cur_constructor)
elif is_lua_doc_comment_startswith(line_lower, "param") and lua_api_comment_separator in line_lower:
parameter = make_parameter_from_doc_line(line)
cur_constructor.parameters.append(parameter)
else:
if len(cur_constructor.description) != 0:
cur_constructor.description += "\n"
cur_constructor.description += sanitize_description(line)
return cur_constructor, cur_class
def make_parameter_from_doc_line(line):
param_info = line.split(lua_api_comment_separator, 3)[1:]
param_name = param_type = param_desc = ""
try:
param_name = param_info[0].strip()
param_type = param_info[1].strip()
param_desc = param_info[2].strip()
except IndexError:
pass
return Parameter(param_name, param_type, param_desc)
def sanitize_description(line):
if line.startswith("// ") and line[3] != ' ':
line = line[3:]
if line.startswith("//"):
line = line[2:]
return line.rstrip()
def is_lua_doc_comment_startswith(line_lower, starts_with_text):
return line_lower.replace("//", "").strip().startswith(starts_with_text)
parse_lua_api_doc(src_folder)
try:
os.makedirs("./tables/")
except:
pass
for table_name, table in tables.items():
file_name = f"./tables/{table_name}.md"
if os.path.exists(file_name):
os.remove(file_name)
f = open(file_name, "a")
f.write(str(table))
f.close()
try:
os.makedirs("./classes/")
except:
pass
for class_name, class_ in classes.items():
file_name = f"./classes/{class_name}.md"
if os.path.exists(file_name):
os.remove(file_name)
f = open(file_name, "a")
f.write(str(class_))
f.close()

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@ -0,0 +1,20 @@
# Table: Global Table
Custom fields, functions, etc added to The Lua [Global Table](https://www.lua.org/pil/15.4.html).
## Functions (1)
### `joaat(str)`
- **Parameters:**
- `str` (string): The string that needs to be joaat hashed.
- **Returns:**
- `integer`: The joaat hashed input string.
**Exemple Usage:**
```lua
integer = joaat(str)
```

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@ -0,0 +1,34 @@
# Table: command
Table for calling menu commands.
## Functions (2)
### `call(command_name, _args)`
Call a menu command.
- **Parameters:**
- `command_name` (string): The name of the command that will be called.
- `_args` (table): Optional. List of arguments for the command.
**Exemple Usage:**
```lua
command.call(command_name, _args)
```
### `call_player(player_idx, command_name, _args)`
Call a menu command on a given player.
- **Parameters:**
- `player_idx` (integer): Index of the player on which the menu command will be executed.
- `command_name` (string): The name of the command that will be called.
- `_args` (table): Optional. List of arguments for the command.
**Exemple Usage:**
```lua
command.call_player(player_idx, command_name, _args)
```

20
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# Table: event
Table for responding to various events. The list of events is available in the menu_event table.
## Functions (1)
### `register_handler(menu_event, func)`
Register a function that will be called each time the corresponding menu_event is triggered.
- **Parameters:**
- `menu_event` (menu_event): The menu_event that we want to respond to.
- `func` (function): The function that will be called.
**Exemple Usage:**
```lua
event.register_handler(menu_event, func)
```

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# Table: globals
Table containing functions for manipulating gta script globals.
## Functions (7)
### `get_int(global)`
Retrieves an int global value.
- **Parameters:**
- `global` (integer): index of the global
- **Returns:**
- `integer`: value of the global
**Exemple Usage:**
```lua
integer = globals.get_int(global)
```
### `get_float(global)`
Retrieves a float global value.
- **Parameters:**
- `global` (integer): index of the global
- **Returns:**
- `float`: value of the global
**Exemple Usage:**
```lua
float = globals.get_float(global)
```
### `get_string(global)`
Retrieves a string global value.
- **Parameters:**
- `global` (integer): index of the global
- **Returns:**
- `string`: value of the global
**Exemple Usage:**
```lua
string = globals.get_string(global)
```
### `set_int(global, val)`
Sets an int global value.
- **Parameters:**
- `global` (integer): index of the global
- `val` (integer): new value for the global
**Exemple Usage:**
```lua
globals.set_int(global, val)
```
### `set_float(global, val)`
Sets a float global value.
- **Parameters:**
- `global` (integer): index of the global
- `val` (float): new value for the global
**Exemple Usage:**
```lua
globals.set_float(global, val)
```
### `set_string(global, str)`
Sets a string global value.
- **Parameters:**
- `global` (integer): index of the global
- `str` (string): new value for the global
**Exemple Usage:**
```lua
globals.set_string(global, str)
```
### `get_pointer(global)`
Retrieves a pointer global.
- **Parameters:**
- `global` (integer): index of the global
- **Returns:**
- `pointer`: value of the global
**Exemple Usage:**
```lua
pointer = globals.get_pointer(global)
```

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@ -0,0 +1,69 @@
# Table: gui
Table containing functions for modifying the menu GUI.
## Functions (5)
### `get_tab(tab_name)`
- **Parameters:**
- `tab_name` (string): Name of the tab to get.
- **Returns:**
- `tab`: A tab instance which corresponds to the tab in the GUI.
**Exemple Usage:**
```lua
tab = gui.get_tab(tab_name)
```
### `show_message(title, message)`
Shows a message to the user with the given title and message.
- **Parameters:**
- `title` (string)
- `message` (string)
**Exemple Usage:**
```lua
gui.show_message(title, message)
```
### `show_warning(title, message)`
Shows a warning to the user with the given title and message.
- **Parameters:**
- `title` (string)
- `message` (string)
**Exemple Usage:**
```lua
gui.show_warning(title, message)
```
### `show_error(title, message)`
Shows an error to the user with the given title and message.
- **Parameters:**
- `title` (string)
- `message` (string)
**Exemple Usage:**
```lua
gui.show_error(title, message)
```
### `is_open()`
- **Returns:**
- `bool`: Returns true if the GUI is open.
**Exemple Usage:**
```lua
bool = gui.is_open()
```

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@ -0,0 +1,73 @@
# Table: locals
Table for manipulating GTA scripts locals.
## Functions (5)
### `get_int(script, index)`
- **Parameters:**
- `script` (string): The name of the script
- `index` (index): Index of the script local.
- **Returns:**
- `integer`: The value of the given local.
**Exemple Usage:**
```lua
integer = locals.get_int(script, index)
```
### `get_float(script, index)`
- **Parameters:**
- `script` (string): The name of the script
- `index` (index): Index of the script local.
- **Returns:**
- `float`: The value of the given local.
**Exemple Usage:**
```lua
float = locals.get_float(script, index)
```
### `set_int(script, index, val)`
- **Parameters:**
- `script` (string): The name of the script
- `index` (index): Index of the script local.
- `val` (integer): The new value of the given local.
**Exemple Usage:**
```lua
locals.set_int(script, index, val)
```
### `set_float(script, index, val)`
- **Parameters:**
- `script` (string): The name of the script
- `index` (index): Index of the script local.
- `val` (float): The new value of the given local.
**Exemple Usage:**
```lua
locals.set_float(script, index, val)
```
### `get_pointer(script, index)`
- **Parameters:**
- `script` (string): The name of the script
- `index` (index): Index of the script local.
- **Returns:**
- `pointer`: The pointer to the given local.
**Exemple Usage:**
```lua
pointer = locals.get_pointer(script, index)
```

43
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@ -0,0 +1,43 @@
# Table: log
Table containing functions for printing to console / log file.
## Functions (3)
### `info(data)`
Logs an informational message.
- **Parameters:**
- `data` (string)
**Exemple Usage:**
```lua
log.info(data)
```
### `warning(data)`
Logs a warning message.
- **Parameters:**
- `data` (string)
**Exemple Usage:**
```lua
log.warning(data)
```
### `debug(data)`
Logs a debug message.
- **Parameters:**
- `data` (string)
**Exemple Usage:**
```lua
log.debug(data)
```

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@ -0,0 +1,71 @@
# Table: memory
Table containing helper functions related to process memory.
## Functions (5)
### `scan_pattern(pattern)`
Scans the specified memory pattern within the "GTA5.exe" module and returns a pointer to the found address.
- **Parameters:**
- `pattern` (string): byte pattern (IDA format)
- **Returns:**
- `pointer`: A pointer to the found address.
**Exemple Usage:**
```lua
pointer = memory.scan_pattern(pattern)
```
### `handle_to_ptr(entity)`
- **Parameters:**
- `entity` (number): script game entity handle
- **Returns:**
- `pointer`: A rage::CDynamicEntity pointer to the script game entity handle
**Exemple Usage:**
```lua
pointer = memory.handle_to_ptr(entity)
```
### `ptr_to_handle(mem_addr)`
- **Parameters:**
- `mem_addr` (pointer): A rage::CDynamicEntity pointer.
- **Returns:**
- `number`: The script game entity handle linked to the given rage::CDynamicEntity pointer.
**Exemple Usage:**
```lua
number = memory.ptr_to_handle(mem_addr)
```
### `allocate(size)`
- **Parameters:**
- `size` (integer): The number of bytes to allocate on the heap.
- **Returns:**
- `pointer`: A pointer to the newly allocated memory.
**Exemple Usage:**
```lua
pointer = memory.allocate(size)
```
### `free(ptr)`
- **Parameters:**
- `ptr` (pointer): The pointer that must be freed.
**Exemple Usage:**
```lua
memory.free(ptr)
```

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@ -0,0 +1,81 @@
# Table: menu_event
Table containing all possible events to which you can respond.
## Fields (6)
### `PlayerLeave`
Event that is triggered when a player leave the game session.
**Exemple Usage:**
```lua
event.register_handler(menu_event.PlayerLeave, function (player_name)
log.info(player_name)
end)
```
- Type: `integer`
### `PlayerJoin`
Event that is triggered when a player join the game session.
**Exemple Usage:**
```lua
event.register_handler(menu_event.PlayerJoin, function (player_name, player_id)
log.info(player_name)
log.info(player_id)
end)
```
- Type: `integer`
### `PlayerMgrInit`
Event that is triggered when the player manager initialize. Usually called when we are joining a session.
**Exemple Usage:**
```lua
event.register_handler(menu_event.PlayerMgrInit, function ()
log.info("Player manager inited, we just joined a session.")
end)
```
- Type: `integer`
### `PlayerMgrShutdown`
Event that is triggered when the player manager shutdown. Usually called when we are leaving a session.
**Exemple Usage:**
```lua
event.register_handler(menu_event.PlayerMgrShutdown, function ()
log.info("Player manager inited, we just joined a session.")
end)
```
- Type: `integer`
### `ChatMessageReceived`
Event that is triggered when we receive a in-game chat message.
**Exemple Usage:**
```lua
event.register_handler(menu_event.ChatMessageReceived, function (player_id, chat_message)
log.info(player_id)
log.info(chat_message)
end)
```
- Type: `integer`
### `ScriptedGameEventReceived`
Event that is triggered when we receive a scripted game event.
**Exemple Usage:**
```lua
event.register_handler(menu_event.ScriptedGameEventReceived, function (player_id, script_event_args)
log.info(player_id)
log.info(script_event_args)
end)
```
- Type: `integer`

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@ -0,0 +1,132 @@
# Table: network
Table containing helper functions for network related features.
## Functions (10)
### `trigger_script_event(bitset, _args)`
Call trigger_script_event (TSE)
- **Parameters:**
- `bitset` (integer)
- `_args` (table)
**Exemple Usage:**
```lua
network.trigger_script_event(bitset, _args)
```
### `give_pickup_rewards(player, reward)`
Give the given pickup reward to the given player.
- **Parameters:**
- `player` (integer): Index of the player.
- `reward` (integer): Index of the reward pickup.
**Exemple Usage:**
```lua
network.give_pickup_rewards(player, reward)
```
### `set_player_coords(player_idx, x, y, z)`
Teleport the given player to the given position.
- **Parameters:**
- `player_idx` (integer): Index of the player.
- `x` (float): New x position.
- `y` (float): New y position.
- `z` (float): New z position.
**Exemple Usage:**
```lua
network.set_player_coords(player_idx, x, y, z)
```
### `set_all_player_coords(x, y, z)`
Teleport all players to the given position.
- **Parameters:**
- `x` (float): New x position.
- `y` (float): New y position.
- `z` (float): New z position.
**Exemple Usage:**
```lua
network.set_all_player_coords(x, y, z)
```
### `get_selected_player()`
- **Returns:**
- `integer`: Returns the index of the currently selected player in the GUI.
**Exemple Usage:**
```lua
integer = network.get_selected_player()
```
### `get_selected_database_player_rockstar_id()`
- **Returns:**
- `integer`: Returns the rockstar id of the currently selected player in the GUI.
**Exemple Usage:**
```lua
integer = network.get_selected_database_player_rockstar_id()
```
### `flag_player_as_modder(player_idx)`
Flags the given player as a modder in our local database.
- **Parameters:**
- `player_idx` (integer): Index of the player.
**Exemple Usage:**
```lua
network.flag_player_as_modder(player_idx)
```
### `is_player_flagged_as_modder(player_idx)`
- **Parameters:**
- `player_idx` (integer): Index of the player.
- **Returns:**
- `boolean`: Returns true if the given player is flagged as a modder.
**Exemple Usage:**
```lua
boolean = network.is_player_flagged_as_modder(player_idx)
```
### `force_script_host(script_name)`
Try to force ourself to be host for the given GTA Script.
- **Parameters:**
- `script_name` (string): Name of the script
**Exemple Usage:**
```lua
network.force_script_host(script_name)
```
### `send_chat_message(msg, team_only)`
Sends a message to the in game chat.
- **Parameters:**
- `msg` (string): Message to be sent.
- `team_only` (boolean): Should be true if the msg should only be sent to our team.
**Exemple Usage:**
```lua
network.send_chat_message(msg, team_only)
```

53
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@ -0,0 +1,53 @@
# Table: script
Table containing helper functions related to gta scripts.
## Functions (4)
### `register_looped(name, func)`
Registers a function that will be looped as a gta script.
- **Parameters:**
- `name` (string): name of your new looped script
- `func` (function): function that will be executed in a forever loop.
**Exemple Usage:**
```lua
script.register_looped(name, func)
```
### `run_in_fiber(func)`
Executes a function inside the fiber pool, you can call natives inside it.
- **Parameters:**
- `func` (function): function that will be executed once in the fiber pool, you can call natives inside it.
**Exemple Usage:**
```lua
script.run_in_fiber(func)
```
### `yield()`
Yield execution.
**Exemple Usage:**
```lua
script.yield()
```
### `sleep(ms)`
Sleep for the given amount of time, time is in milliseconds.
- **Parameters:**
- `ms` (integer): The amount of time in milliseconds that we will sleep for.
**Exemple Usage:**
```lua
script.sleep(ms)
```

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@ -0,0 +1,79 @@
# Table: tunables
Table for manipulating gta tunables.
## Functions (6)
### `get_int(tunable_name)`
- **Parameters:**
- `tunable_name` (string): The name of the tunable.
- **Returns:**
- `integer`: The value of the given tunable.
**Exemple Usage:**
```lua
integer = tunables.get_int(tunable_name)
```
### `get_float(tunable_name)`
- **Parameters:**
- `tunable_name` (string): The name of the tunable.
- **Returns:**
- `float`: The value of the given tunable.
**Exemple Usage:**
```lua
float = tunables.get_float(tunable_name)
```
### `get_bool(tunable_name)`
- **Parameters:**
- `tunable_name` (string): The name of the tunable.
- **Returns:**
- `boolean`: The value of the given tunable.
**Exemple Usage:**
```lua
boolean = tunables.get_bool(tunable_name)
```
### `set_int(tunable_name, val)`
- **Parameters:**
- `tunable_name` (string): The name of the tunable.
- `val` (integer): The new value of the given tunable.
**Exemple Usage:**
```lua
tunables.set_int(tunable_name, val)
```
### `set_float(tunable_name, val)`
- **Parameters:**
- `tunable_name` (string): The name of the tunable.
- `val` (float): The new value of the given tunable.
**Exemple Usage:**
```lua
tunables.set_float(tunable_name, val)
```
### `set_bool(tunable_name, val)`
- **Parameters:**
- `tunable_name` (string): The name of the tunable.
- `val` (boolean): The new value of the given tunable.
**Exemple Usage:**
```lua
tunables.set_bool(tunable_name, val)
```

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@ -0,0 +1,11 @@
#pragma once
enum class menu_event
{
PlayerLeave,
PlayerJoin,
PlayerMgrInit,
PlayerMgrShutdown,
ChatMessageReceived,
ScriptedGameEventReceived,
};

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@ -26,7 +26,7 @@ namespace big
if (net_player_data)
{
g_lua_manager->trigger_event<"player_leave">(net_player_data->m_name);
g_lua_manager->trigger_event<menu_event::PlayerLeave>(net_player_data->m_name);
if (g.notifications.player_leave.log)
LOG(INFO) << "Player left '" << net_player_data->m_name << "' freeing slot #" << (int)player->m_player_id
@ -64,7 +64,7 @@ namespace big
}
}
g_lua_manager->trigger_event<"player_join">(net_player_data->m_name, player->m_player_id);
g_lua_manager->trigger_event<menu_event::PlayerJoin>(net_player_data->m_name, player->m_player_id);
if (g.notifications.player_join.above_map && *g_pointers->m_gta.m_is_session_started) // prevent loading screen spam
notify::player_joined(player);

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@ -2,6 +2,7 @@
#include "lua/lua_manager.hpp"
#include "pointers.hpp"
#include "services/players/player_service.hpp"
#include "core/data/menu_event.hpp"
#include <network/CNetworkPlayerMgr.hpp>
@ -17,7 +18,7 @@ namespace big
g_hooking->get_original<hooks::network_player_mgr_init>()(_this, a2, a3, a4);
g_player_service->player_join(_this->m_local_net_player);
g_lua_manager->trigger_event<"player_mgr_init">();
g_lua_manager->trigger_event<menu_event::PlayerMgrInit>();
}
void hooks::network_player_mgr_shutdown(CNetworkPlayerMgr* _this)
@ -31,6 +32,6 @@ namespace big
g_notification_service->push("NETWORK_PLAYER_MGR"_T.data(), "NETWORK_PLAYER_MGR_DESTROY"_T.data());
g_hooking->get_original<hooks::network_player_mgr_shutdown>()(_this);
g_lua_manager->trigger_event<"player_mgr_shutdown">();
g_lua_manager->trigger_event<menu_event::PlayerMgrShutdown>();
}
}

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@ -134,7 +134,7 @@ namespace big
if (g.session.chat_commands && message[0] == g.session.chat_command_prefix)
command::process(std::string(message + 1), std::make_shared<chat_command_context>(player));
else
g_lua_manager->trigger_event<"chat_message_received">(player->id(), message);
g_lua_manager->trigger_event<menu_event::ChatMessageReceived>(player->id(), message);
if (msgType == rage::eNetMessage::MsgTextMessage && g_pointers->m_gta.m_chat_data && player->get_net_data())
{

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@ -67,7 +67,7 @@ namespace big
for (int i = 0; i < scripted_game_event->m_args_size; i++)
script_event_args.push_back(args[i]);
auto event_ret = g_lua_manager->trigger_event<"script_event", bool>((int)player->m_player_id, script_event_args);
auto event_ret = g_lua_manager->trigger_event<menu_event::ScriptedGameEventReceived, bool>((int)player->m_player_id, script_event_args);
if (event_ret.has_value())
return true; // don't care, block event if any bool is returned
}

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@ -5,25 +5,42 @@
namespace lua::command
{
// Lua API: Table
// Name: command
// Table for calling menu commands.
// Lua API: Function
// Table: command
// Name: call
// Param: command_name: string: The name of the command that will be called.
// Param: _args: table: Optional. List of arguments for the command.
// Call a menu command.
static void call(const std::string& command_name, std::optional<sol::table> _args)
{
auto args = convert_sequence<uint64_t>(_args.value_or(sol::table()));
const auto args = convert_sequence<uint64_t>(_args.value_or(sol::table()));
auto command = big::command::get(rage::joaat(command_name));
const auto command = big::command::get(rage::joaat(command_name));
if (command)
command->call(args, {});
}
// Lua API: Function
// Table: command
// Name: call_player
// Param: player_idx: integer: Index of the player on which the menu command will be executed.
// Param: command_name: string: The name of the command that will be called.
// Param: _args: table: Optional. List of arguments for the command.
// Call a menu command on a given player.
static void call_player(int player_idx, const std::string& command_name, std::optional<sol::table> _args)
{
auto args = convert_sequence<uint64_t>(_args.value_or(sol::table()));
const auto args = convert_sequence<uint64_t>(_args.value_or(sol::table()));
auto command = (big::player_command*)big::command::get(rage::joaat(command_name));
const auto command = (big::player_command*)big::command::get(rage::joaat(command_name));
if (command)
{
auto player = big::g_player_service->get_by_id(player_idx);
const auto player = big::g_player_service->get_by_id(player_idx);
if (player)
{

View File

@ -5,17 +5,109 @@
namespace lua::event
{
static void register_handler(const std::string& name, sol::function func, sol::this_state state)
{
auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
// Lua API: Table
// Name: menu_event
// Table containing all possible events to which you can respond.
auto hash = rage::joaat(name);
module->m_event_callbacks.emplace(hash, std::vector<sol::function>());
module->m_event_callbacks[hash].push_back(func);
// Lua API: Field
// Table: menu_event
// Field: PlayerLeave: integer
// Event that is triggered when a player leave the game session.
// **Exemple Usage:**
// ```lua
// event.register_handler(menu_event.PlayerLeave, function (player_name)
// log.info(player_name)
// end)
// ```
// Lua API: Field
// Table: menu_event
// Field: PlayerJoin: integer
// Event that is triggered when a player join the game session.
// **Exemple Usage:**
// ```lua
// event.register_handler(menu_event.PlayerJoin, function (player_name, player_id)
// log.info(player_name)
// log.info(player_id)
// end)
// ```
// Lua API: Field
// Table: menu_event
// Field: PlayerMgrInit: integer
// Event that is triggered when the player manager initialize. Usually called when we are joining a session.
// **Exemple Usage:**
// ```lua
// event.register_handler(menu_event.PlayerMgrInit, function ()
// log.info("Player manager inited, we just joined a session.")
// end)
// ```
// Lua API: Field
// Table: menu_event
// Field: PlayerMgrShutdown: integer
// Event that is triggered when the player manager shutdown. Usually called when we are leaving a session.
// **Exemple Usage:**
// ```lua
// event.register_handler(menu_event.PlayerMgrShutdown, function ()
// log.info("Player manager inited, we just joined a session.")
// end)
// ```
// Lua API: Field
// Table: menu_event
// Field: ChatMessageReceived: integer
// Event that is triggered when we receive a in-game chat message.
// **Exemple Usage:**
// ```lua
// event.register_handler(menu_event.ChatMessageReceived, function (player_id, chat_message)
// log.info(player_id)
// log.info(chat_message)
// end)
// ```
// Lua API: Field
// Table: menu_event
// Field: ScriptedGameEventReceived: integer
// Event that is triggered when we receive a scripted game event.
// **Exemple Usage:**
// ```lua
// event.register_handler(menu_event.ScriptedGameEventReceived, function (player_id, script_event_args)
// log.info(player_id)
// log.info(script_event_args)
// end)
// ```
// Lua API: Table
// Name: event
// Table for responding to various events. The list of events is available in the menu_event table.
// Lua API: Function
// Table: event
// Name: register_handler
// Param: menu_event: menu_event: The menu_event that we want to respond to.
// Param: func: function: The function that will be called.
// Register a function that will be called each time the corresponding menu_event is triggered.
static void register_handler(const menu_event& menu_event, sol::function func, sol::this_state state)
{
const auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
module->m_event_callbacks[menu_event].push_back(func);
}
static void bind(sol::state& state)
{
state.new_enum<menu_event>("menu_event",
{
{"PlayerLeave", menu_event::PlayerLeave},
{"PlayerJoin", menu_event::PlayerJoin},
{"PlayerMgrInit", menu_event::PlayerMgrInit},
{"PlayerMgrShutdown", menu_event::PlayerMgrShutdown},
{"ChatMessageReceived", menu_event::ChatMessageReceived},
{"ScriptedGameEventReceived", menu_event::ScriptedGameEventReceived},
});
auto ns = state["event"].get_or_create<sol::table>();
ns["register_handler"] = register_handler;
// TODO: triggering events through script?

View File

@ -0,0 +1,20 @@
#pragma once
#include "lua/sol.hpp"
namespace lua::global_table
{
// Lua API: Table
// Name: Global Table
// Custom fields, functions, etc added to The Lua [Global Table](https://www.lua.org/pil/15.4.html).
// Lua API: Function
// Table: Global Table
// Name: joaat
// Param: str: string: The string that needs to be joaat hashed.
// Returns: integer: The joaat hashed input string.
static void bind(sol::state& state)
{
state["joaat"] = rage::joaat;
}
}

View File

@ -4,36 +4,82 @@
namespace lua::globals
{
// Lua API: Table
// Name: globals
// Table containing functions for manipulating gta script globals.
// Lua API: Function
// Table: globals
// Name: get_int
// Param: global: integer: index of the global
// Returns: integer: value of the global
// Retrieves an int global value.
static int get_int(int global)
{
return *big::script_global(global).as<int*>();
}
// Lua API: Function
// Table: globals
// Name: get_float
// Param: global: integer: index of the global
// Returns: float: value of the global
// Retrieves a float global value.
static int get_float(int global)
{
return *big::script_global(global).as<float*>();
}
// Lua API: Function
// Table: globals
// Name: get_string
// Param: global: integer: index of the global
// Returns: string: value of the global
// Retrieves a string global value.
static std::string get_string(int global)
{
return std::string(big::script_global(global).as<char*>());
}
// Lua API: Function
// Table: globals
// Name: set_int
// Param: global: integer: index of the global
// Param: val: integer: new value for the global
// Sets an int global value.
static void set_int(int global, int val)
{
*big::script_global(global).as<int*>() = val;
}
// Lua API: Function
// Table: globals
// Name: set_float
// Param: global: integer: index of the global
// Param: val: float: new value for the global
// Sets a float global value.
static void set_float(int global, float val)
{
*big::script_global(global).as<float*>() = val;
}
// Lua API: Function
// Table: globals
// Name: set_string
// Param: global: integer: index of the global
// Param: str: string: new value for the global
// Sets a string global value.
static void set_string(int global, const std::string& str, int max_length)
{
strncpy(big::script_global(global).as<char*>(), str.data(), max_length);
}
// Lua API: Function
// Table: globals
// Name: get_pointer
// Param: global: integer: index of the global
// Returns: pointer: value of the global
// Retrieves a pointer global.
static memory::pointer get_pointer(int global)
{
return memory::pointer((uint64_t)big::script_global(global).as<void*>());

View File

@ -22,6 +22,9 @@ namespace lua::gui
module->m_gui[hash].push_back(std::move(element));
}
// Lua API: Class
// Name: tab
// Class for representing a tab within the GUI.
class tab
{
rage::joaat_t m_tab_hash;
@ -32,6 +35,12 @@ namespace lua::gui
{
}
// Lua API: Function
// Class: tab
// Name: add_button
// Param: name: string: Text written inside the button.
// Param: callback: function: function that will be called when the button is clicked.
// Add a button to the gui tab.
std::shared_ptr<lua::gui::button> add_button(const std::string& name, sol::function callback, sol::this_state state)
{
auto element = std::make_shared<lua::gui::button>(name, callback);
@ -39,6 +48,12 @@ namespace lua::gui
return element;
}
// Lua API: Function
// Class: tab
// Name: add_text
// Param: name: string: Text that will be written.
// Returns: text: The text object instance.
// Add text to the gui tab.
std::shared_ptr<lua::gui::text> add_text(const std::string& name, sol::this_state state)
{
auto element = std::make_shared<lua::gui::text>(name);
@ -46,6 +61,12 @@ namespace lua::gui
return element;
}
// Lua API: Function
// Class: tab
// Name: add_checkbox
// Param: name: string: Text that will be written next to the checkbox.
// Returns: checkbox: The checkbox object instance.
// Add a checkbox widget to the gui tab.
std::shared_ptr<lua::gui::checkbox> add_checkbox(const std::string& name, sol::this_state state)
{
auto element = std::make_shared<lua::gui::checkbox>(name);
@ -53,6 +74,11 @@ namespace lua::gui
return element;
}
// Lua API: Function
// Class: tab
// Name: add_sameline
// Returns: sameline: The sameline object instance.
// Add a ImGui::SameLine.
std::shared_ptr<lua::gui::sameline> add_sameline(sol::this_state state)
{
auto element = std::make_shared<lua::gui::sameline>();
@ -60,6 +86,11 @@ namespace lua::gui
return element;
}
// Lua API: Function
// Class: tab
// Name: add_separator
// Returns: separator: The separator object instance.
// Add a ImGui::Separator.
std::shared_ptr<lua::gui::separator> add_separator(sol::this_state state)
{
auto element = std::make_shared<lua::gui::separator>();
@ -67,6 +98,12 @@ namespace lua::gui
return element;
}
// Lua API: Function
// Class: tab
// Name: add_input_int
// Param: name: string: Text that will be written next to the input field.
// Returns: input_int: The input_int object instance.
// Add a ImGui::InputInt.
std::shared_ptr<lua::gui::input_int> add_input_int(const std::string& name, sol::this_state state)
{
auto element = std::make_shared<lua::gui::input_int>(name);
@ -74,6 +111,12 @@ namespace lua::gui
return element;
}
// Lua API: Function
// Class: tab
// Name: add_input_float
// Param: name: string: Text that will be written next to the input field.
// Returns: input_float: The input_float object instance.
// Add a ImGui::InputFloat.
std::shared_ptr<lua::gui::input_float> add_input_float(const std::string& name, sol::this_state state)
{
auto element = std::make_shared<lua::gui::input_float>(name);
@ -81,6 +124,12 @@ namespace lua::gui
return element;
}
// Lua API: Function
// Class: tab
// Name: add_input_string
// Param: name: string: Text that will be written next to the input field.
// Returns: input_string: The input_string object instance.
// Add a ImGui::InputText.
std::shared_ptr<lua::gui::input_string> add_input_string(const std::string& name, sol::this_state state)
{
auto element = std::make_shared<lua::gui::input_string>(name);
@ -89,26 +138,57 @@ namespace lua::gui
}
};
// Lua API: Table
// Name: gui
// Table containing functions for modifying the menu GUI.
// Lua API: Function
// Table: gui
// Name: get_tab
// Param: tab_name: string: Name of the tab to get.
// Returns: tab: A tab instance which corresponds to the tab in the GUI.
static tab get_tab(const std::string& tab_name)
{
return tab(rage::joaat(tab_name));
}
// Lua API: Function
// Table: gui
// Name: show_message
// Param: title: string
// Param: message: string
// Shows a message to the user with the given title and message.
static void show_message(const std::string& title, const std::string& message)
{
big::g_notification_service->push(title, message);
}
// Lua API: Function
// Table: gui
// Name: show_warning
// Param: title: string
// Param: message: string
// Shows a warning to the user with the given title and message.
static void show_warning(const std::string& title, const std::string& message)
{
big::g_notification_service->push_warning(title, message);
}
// Lua API: Function
// Table: gui
// Name: show_error
// Param: title: string
// Param: message: string
// Shows an error to the user with the given title and message.
static void show_error(const std::string& title, const std::string& message)
{
big::g_notification_service->push_error(title, message);
}
// Lua API: Function
// Table: gui
// Name: is_open
// Returns: bool: Returns true if the GUI is open.
bool is_open();
static void bind(sol::state& state)

View File

@ -3,6 +3,10 @@
namespace lua::gui
{
// Lua API: Class
// Name: base_text_element
// Class representing a gui text element.
class base_text_element : public gui_element
{
protected:
@ -11,7 +15,16 @@ namespace lua::gui
public:
base_text_element(std::string text);
// Lua API: Function
// Class: base_text_element
// Name: set_text
// Param: new_text: string: The new text for that gui text element.
void set_text(std::string new_text);
// Lua API: Function
// Class: base_text_element
// Name: get_text
// Returns: string: Returns the current text for that gui text element.
std::string get_text();
};
}

View File

@ -4,6 +4,10 @@
namespace lua::gui
{
// Lua API: Class
// Name: button
// Inherit: base_text_element
// Class representing a gui button.
class button : public base_text_element
{
sol::function m_callback;

View File

@ -3,6 +3,10 @@
namespace lua::gui
{
// Lua API: Class
// Name: checkbox
// Inherit: base_text_element
// Class representing a gui checkbox.
class checkbox : public base_text_element
{
bool m_enabled = false;
@ -12,7 +16,16 @@ namespace lua::gui
void draw() override;
// Lua API: Function
// Class: checkbox
// Name: is_enabled
// Returns: boolean: Is the checkbox checked?
bool is_enabled();
// Lua API: Function
// Class: checkbox
// Name: set_enabled
// Param: enabled: boolean: The desired enabled state of the checkbox.
void set_enabled(bool enabled);
};
}

View File

@ -3,6 +3,10 @@
namespace lua::gui
{
// Lua API: Class
// Name: input_float
// Inherit: base_text_element
// Class for representing an input field for editing a float value within the GUI.
class input_float : public base_text_element
{
bool m_enabled = false;
@ -13,7 +17,16 @@ namespace lua::gui
void draw() override;
// Lua API: Function
// Class: input_float
// Name: get_value
// Returns: float: Get the value currently written inside the input field.
int get_value();
// Lua API: Function
// Class: input_float
// Name: set_value
// Param: val: float: Set the value currently written inside the input field.
void set_value(float val);
};
}

View File

@ -3,6 +3,10 @@
namespace lua::gui
{
// Lua API: Class
// Name: input_int
// Inherit: base_text_element
// Class for representing an input field for editing an integer value within the GUI.
class input_int : public base_text_element
{
bool m_enabled = false;
@ -13,7 +17,16 @@ namespace lua::gui
void draw() override;
// Lua API: Function
// Class: input_int
// Name: get_value
// Returns: integer: Get the value currently written inside the input field.
int get_value();
// Lua API: Function
// Class: input_int
// Name: set_value
// Param: val: integer: Set the value currently written inside the input field.
void set_value(int val);
};
}

View File

@ -3,6 +3,10 @@
namespace lua::gui
{
// Lua API: Class
// Name: input_string
// Inherit: base_text_element
// Class for representing an input field for editing a string value within the GUI.
class input_string : public base_text_element
{
bool m_enabled = false;
@ -13,7 +17,16 @@ namespace lua::gui
void draw() override;
// Lua API: Function
// Class: input_string
// Name: get_value
// Returns: string: Get the value currently written inside the input field.
std::string get_value();
// Lua API: Function
// Class: input_string
// Name: set_value
// Param: val: string: Set the value currently written inside the input field.
void set_value(std::string val);
};
}

View File

@ -3,6 +3,9 @@
namespace lua::gui
{
// Lua API: Class
// Name: sameline
// Class for ImGui::SameLine() - Puts a sameline between widgets or groups to layout them horizontally.
class sameline : public gui_element
{
public:

View File

@ -3,6 +3,9 @@
namespace lua::gui
{
// Lua API: Class
// Name: separator
// Class for ImGui::Separator() - separator, generally horizontal. Inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
class separator : public gui_element
{
public:

View File

@ -4,6 +4,10 @@
namespace lua::gui
{
// Lua API: Class
// Name: text
// Inherit: base_text_element
// Class representing an imgui text element.
class text : public base_text_element
{
ImFont* m_font = nullptr;
@ -12,6 +16,11 @@ namespace lua::gui
text(std::string text);
void draw() override;
// Lua API: Function
// Class: text
// Name: set_font
// Param: font: string: The new font name for that imgui text element.
void set_font(std::string font);
};
}

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@ -5,6 +5,10 @@
namespace lua::locals
{
// Lua API: Table
// Name: locals
// Table for manipulating GTA scripts locals.
template<typename T>
inline T get(const std::string& script, int index)
{
@ -16,26 +20,56 @@ namespace lua::locals
return &null;
}
// Lua API: Function
// Table: locals
// Name: get_int
// Param: script: string: The name of the script
// Param: index: index: Index of the script local.
// Returns: integer: The value of the given local.
static int get_int(const std::string& script, int index)
{
return *get<int*>(script, index);
}
// Lua API: Function
// Table: locals
// Name: get_float
// Param: script: string: The name of the script
// Param: index: index: Index of the script local.
// Returns: float: The value of the given local.
static int get_float(const std::string& script, int index)
{
return *get<float*>(script, index);
}
// Lua API: Function
// Table: locals
// Name: set_int
// Param: script: string: The name of the script
// Param: index: index: Index of the script local.
// Param: val: integer: The new value of the given local.
static void set_int(const std::string& script, int index, int val)
{
*get<int*>(script, index) = val;
}
// Lua API: Function
// Table: locals
// Name: set_float
// Param: script: string: The name of the script
// Param: index: index: Index of the script local.
// Param: val: float: The new value of the given local.
static void set_float(const std::string& script, int index, float val)
{
*get<float*>(script, index) = val;
}
// Lua API: Function
// Table: locals
// Name: get_pointer
// Param: script: string: The name of the script
// Param: index: index: Index of the script local.
// Returns: pointer: The pointer to the given local.
static memory::pointer get_pointer(const std::string& script, int index)
{
return memory::pointer((uint64_t)get<int*>(script, index));

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@ -1,17 +1,37 @@
#pragma once
#include "lua/sol.hpp"
namespace lua::log
{
// Lua API: Table
// Name: log
// Table containing functions for printing to console / log file.
// Lua API: Function
// Table: log
// Name: info
// Param: data: string
// Logs an informational message.
static void info(const std::string& data, sol::this_state state)
{
LOG(INFO) << sol::state_view(state)["!module_name"].get<std::string>() << ": " << data;
}
// Lua API: Function
// Table: log
// Name: warning
// Param: data: string
// Logs a warning message.
static void warning(const std::string& data, sol::this_state state)
{
LOG(WARNING) << sol::state_view(state)["!module_name"].get<std::string>() << ": " << data;
}
// Lua API: Function
// Table: log
// Name: debug
// Param: data: string
// Logs a debug message.
static void debug(const std::string& data, sol::this_state state)
{
LOG(VERBOSE) << sol::state_view(state)["!module_name"].get<std::string>() << ": " << data;

View File

@ -6,12 +6,21 @@
namespace lua::memory
{
// Lua API: Class
// Name: pointer
// Class representing a 64-bit memory address.
struct pointer
{
private:
std::uint64_t m_address;
public:
// Lua API: Constructor
// Class: pointer
// Param: address: integer: Address
// Returns a memory instance, with the given address.
explicit pointer(std::uint64_t address) :
m_address(address)
{
@ -22,43 +31,167 @@ namespace lua::memory
{
}
// Lua API: Function
// Class: pointer
// Name: add
// Param: offset: integer: offset
// Returns: pointer: new pointer object.
// Adds an offset to the current memory address and returns a new pointer object.
pointer add(uint64_t offset)
{
return pointer(m_address + offset);
}
// Lua API: Function
// Class: pointer
// Name: sub
// Param: offset: integer: offset
// Returns: pointer: new pointer object.
// Subs an offset to the current memory address and returns a new pointer object.
pointer sub(uint64_t offset)
{
return pointer(m_address - offset);
}
// Lua API: Function
// Class: pointer
// Name: rip
// Param: offset: integer: offset
// Returns: pointer: new pointer object.
// Rips the current memory address and returns a new pointer object.
pointer rip()
{
return add(*(std::int32_t*)m_address).add(4);
}
// Lua API: Function
// Class: pointer
// Name: get_byte
// Returns: number: the value stored at the memory address as the specified type.
// Retrieves the value stored at the memory address as the specified type.
// Lua API: Function
// Class: pointer
// Name: get_word
// Returns: number: the value stored at the memory address as the specified type.
// Retrieves the value stored at the memory address as the specified type.
// Lua API: Function
// Class: pointer
// Name: get_dword
// Returns: number: the value stored at the memory address as the specified type.
// Retrieves the value stored at the memory address as the specified type.
// Lua API: Function
// Class: pointer
// Name: get_float
// Returns: float: the value stored at the memory address as the specified type.
// Retrieves the value stored at the memory address as the specified type.
// Lua API: Function
// Class: pointer
// Name: get_qword
// Returns: number: the value stored at the memory address as the specified type.
// Retrieves the value stored at the memory address as the specified type.
template<typename T>
T get()
{
return *(T*)m_address;
}
// Lua API: Function
// Class: pointer
// Name: set_byte
// Param: value: number: new value.
// Sets the value at the memory address to the specified value of the given type.
// Lua API: Function
// Class: pointer
// Name: set_word
// Param: value: number: new value.
// Sets the value at the memory address to the specified value of the given type.
// Lua API: Function
// Class: pointer
// Name: set_dword
// Param: value: number: new value.
// Sets the value at the memory address to the specified value of the given type.
// Lua API: Function
// Class: pointer
// Name: set_float
// Param: value: float: new value.
// Sets the value at the memory address to the specified value of the given type.
// Lua API: Function
// Class: pointer
// Name: set_qword
// Param: value: number: new value.
// Sets the value at the memory address to the specified value of the given type.
template<typename T>
void set(T value)
{
*(T*)m_address = value;
}
// Lua API: Function
// Class: pointer
// Name: get_string
// Returns: string: the value stored at the memory address as the specified type.
// Retrieves the value stored at the memory address as the specified type.
std::string get_string()
{
return std::string((char*)m_address);
}
// Lua API: Function
// Class: pointer
// Name: set_string
// Param: value: string: new value.
// Sets the value at the memory address to the specified value of the given type.
void set_string(const std::string& string, int max_length)
{
strncpy((char*)m_address, string.data(), max_length);
}
// Lua API: Function
// Class: pointer
// Name: patch_byte
// Param: value: number: new value.
// Returns: lua_patch: memory patch instance for modifying the value at the memory address with the specified value. Can call apply / restore on the object.
// Creates a memory patch for modifying the value at the memory address with the specified value.
// The modified value is applied when you call the apply function on the lua_patch object.
// The original value is restored when you call the restore function on the lua_patch object.
// Lua API: Function
// Class: pointer
// Name: patch_word
// Param: value: number: new value.
// Returns: lua_patch: memory patch instance for modifying the value at the memory address with the specified value. Can call apply / restore on the object.
// Creates a memory patch for modifying the value at the memory address with the specified value.
// The modified value is applied when you call the apply function on the lua_patch object.
// The original value is restored when you call the restore function on the lua_patch object.
// Lua API: Function
// Class: pointer
// Name: patch_dword
// Param: value: number: new value.
// Returns: lua_patch: memory patch instance for modifying the value at the memory address with the specified value. Can call apply / restore on the object.
// Creates a memory patch for modifying the value at the memory address with the specified value.
// The modified value is applied when you call the apply function on the lua_patch object.
// The original value is restored when you call the restore function on the lua_patch object.
// Lua API: Function
// Class: pointer
// Name: patch_qword
// Param: value: number: new value.
// Returns: lua_patch: memory patch instance for modifying the value at the memory address with the specified value. Can call apply / restore on the object.
// Creates a memory patch for modifying the value at the memory address with the specified value.
// The modified value is applied when you call the apply function on the lua_patch object.
// The original value is restored when you call the restore function on the lua_patch object.
template<typename T>
big::lua_patch* patch(T value, sol::this_state state)
{
@ -69,31 +202,82 @@ namespace lua::memory
return raw;
}
// Lua API: Function
// Class: pointer
// Name: is_null
// Returns: boolean: Returns true if the address is null.
bool is_null()
{
return m_address == 0;
}
// Lua API: Function
// Class: pointer
// Name: is_valid
// Returns: boolean: Returns true if the address is not null.
bool is_valid()
{
return !is_null();
}
// Lua API: Function
// Class: pointer
// Name: deref
// Returns: pointer: A new pointer object pointing to the value at that address.
// Dereferences the memory address and returns a new pointer object pointing to the value at that address.
pointer deref()
{
return pointer(*(uint64_t*)m_address);
}
// Lua API: Function
// Class: pointer
// Name: get_address
// Returns: number: The memory address stored in the pointer object as a number.
// Retrieves the memory address stored in the pointer object.
uint64_t get_address() const
{
return m_address;
}
};
// Lua API: Table
// Name: memory
// Table containing helper functions related to process memory.
// Lua API: Function
// Table: memory
// Name: scan_pattern
// Param: pattern: string: byte pattern (IDA format)
// Returns: pointer: A pointer to the found address.
// Scans the specified memory pattern within the "GTA5.exe" module and returns a pointer to the found address.
pointer scan_pattern(const std::string& pattern);
// Lua API: Function
// Table: memory
// Name: handle_to_ptr
// Param: entity: number: script game entity handle
// Returns: pointer: A rage::CDynamicEntity pointer to the script game entity handle
pointer handle_to_ptr(int entity);
// Lua API: Function
// Table: memory
// Name: ptr_to_handle
// Param: mem_addr: pointer: A rage::CDynamicEntity pointer.
// Returns: number: The script game entity handle linked to the given rage::CDynamicEntity pointer.
int ptr_to_handle(pointer mem_addr);
// Lua API: Function
// Table: memory
// Name: allocate
// Param: size: integer: The number of bytes to allocate on the heap.
// Returns: pointer: A pointer to the newly allocated memory.
pointer allocate(int size, sol::this_state state);
// Lua API: Function
// Table: memory
// Name: free
// Param: ptr: pointer: The pointer that must be freed.
void free(pointer ptr, sol::this_state state);
static void bind(sol::state& state)

View File

@ -20,15 +20,84 @@ inline std::vector<elementType> convert_sequence(sol::table t)
namespace lua::network
{
// Lua API: Table
// Name: network
// Table containing helper functions for network related features.
// Lua API: Function
// Table: network
// Name: trigger_script_event
// Param: bitset: integer
// Param: _args: table
// Call trigger_script_event (TSE)
void trigger_script_event(int bitset, sol::table _args);
// Lua API: Function
// Table: network
// Name: give_pickup_rewards
// Param: player: integer: Index of the player.
// Param: reward: integer: Index of the reward pickup.
// Give the given pickup reward to the given player.
void give_pickup_rewards(int player, int reward);
// Lua API: Function
// Table: network
// Name: set_player_coords
// Param: player_idx: integer: Index of the player.
// Param: x: float: New x position.
// Param: y: float: New y position.
// Param: z: float: New z position.
// Teleport the given player to the given position.
void set_player_coords(int player_idx, float x, float y, float z);
// Lua API: Function
// Table: network
// Name: set_all_player_coords
// Param: x: float: New x position.
// Param: y: float: New y position.
// Param: z: float: New z position.
// Teleport all players to the given position.
void set_all_player_coords(float x, float y, float z);
// Lua API: Function
// Table: network
// Name: get_selected_player
// Returns: integer: Returns the index of the currently selected player in the GUI.
int get_selected_player();
// Lua API: Function
// Table: network
// Name: get_selected_database_player_rockstar_id
// Returns: integer: Returns the rockstar id of the currently selected player in the GUI.
int get_selected_database_player_rockstar_id();
// Lua API: Function
// Table: network
// Name: flag_player_as_modder
// Param: player_idx: integer: Index of the player.
// Flags the given player as a modder in our local database.
void flag_player_as_modder(int player_idx);
// Lua API: Function
// Table: network
// Name: is_player_flagged_as_modder
// Param: player_idx: integer: Index of the player.
// Returns: boolean: Returns true if the given player is flagged as a modder.
bool is_player_flagged_as_modder(int player_idx);
// Lua API: Function
// Table: network
// Name: force_script_host
// Param: script_name: string: Name of the script
// Try to force ourself to be host for the given GTA Script.
void force_script_host(const std::string& script_name);
// Lua API: Function
// Table: network
// Name: send_chat_message
// Param: msg: string: Message to be sent.
// Param: team_only: boolean: Should be true if the msg should only be sent to our team.
// Sends a message to the in game chat.
void send_chat_message(const std::string& msg, bool team_only);
static void bind(sol::state& state)

View File

@ -6,6 +6,16 @@
namespace lua::script
{
// Lua API: Table
// Name: script
// Table containing helper functions related to gta scripts.
// Lua API: Function
// Table: script
// Name: register_looped
// Param: name: string: name of your new looped script
// Param: func: function: function that will be executed in a forever loop.
// Registers a function that will be looped as a gta script.
static void register_looped(const std::string& name, sol::function func, sol::this_state state)
{
auto module = sol::state_view(state)["!this"].get<big::lua_module*>();
@ -24,6 +34,11 @@ namespace lua::script
name)));
}
// Lua API: Function
// Table: script
// Name: run_in_fiber
// Param: func: function: function that will be executed once in the fiber pool, you can call natives inside it.
// Executes a function inside the fiber pool, you can call natives inside it.
static void run_in_fiber(sol::function func)
{
big::g_fiber_pool->queue_job([func] {
@ -33,11 +48,20 @@ namespace lua::script
});
}
// Lua API: Function
// Table: script
// Name: yield
// Yield execution.
static void yield()
{
big::script::get_current()->yield();
}
// Lua API: Function
// Table: script
// Name: sleep
// Param: ms: integer: The amount of time in milliseconds that we will sleep for.
// Sleep for the given amount of time, time is in milliseconds.
static void sleep(int ms)
{
big::script::get_current()->yield(std::chrono::milliseconds(ms));

View File

@ -3,6 +3,28 @@
namespace lua::tunables
{
// Lua API: Table
// Name: tunables
// Table for manipulating gta tunables.
// Lua API: Function
// Table: tunables
// Name: get_int
// Param: tunable_name: string: The name of the tunable.
// Returns: integer: The value of the given tunable.
// Lua API: Function
// Table: tunables
// Name: get_float
// Param: tunable_name: string: The name of the tunable.
// Returns: float: The value of the given tunable.
// Lua API: Function
// Table: tunables
// Name: get_bool
// Param: tunable_name: string: The name of the tunable.
// Returns: boolean: The value of the given tunable.
template<typename T>
static T get(const std::string tunable_name)
{
@ -12,6 +34,24 @@ namespace lua::tunables
return T();
}
// Lua API: Function
// Table: tunables
// Name: set_int
// Param: tunable_name: string: The name of the tunable.
// Param: val: integer: The new value of the given tunable.
// Lua API: Function
// Table: tunables
// Name: set_float
// Param: tunable_name: string: The name of the tunable.
// Param: val: float: The new value of the given tunable.
// Lua API: Function
// Table: tunables
// Name: set_bool
// Param: tunable_name: string: The name of the tunable.
// Param: val: boolean: The new value of the given tunable.
template<typename T>
static void set(const std::string tunable_name, T val)
{

View File

@ -3,6 +3,32 @@
namespace lua::vector
{
// Lua API: Class
// Name: vec3
// Class representing a 3D vector.
// Lua API: Constructor
// Class: vec3
// Param: x: float: x component of the vector.
// Param: y: float: y component of the vector.
// Param: z: float: z component of the vector.
// Returns a vector that contains the x, y, and z values.
// Lua API: Field
// Class: vec3
// Field: x: float
// x component of the vector.
// Lua API: Field
// Class: vec3
// Field: y: float
// y component of the vector.
// Lua API: Field
// Class: vec3
// Field: z: float
// z component of the vector.
static void bind(sol::state& state)
{
//clang-format off

View File

@ -1,5 +1,6 @@
#pragma once
#include "lua_module.hpp"
#include "core/enums.hpp"
namespace big
{
@ -34,16 +35,14 @@ namespace big
void handle_error(const sol::error& error, const sol::state_view& state);
template<template_str hash_str, typename Return = void, typename... Args>
template<menu_event menu_event_, typename Return = void, typename... Args>
inline std::conditional_t<std::is_void_v<Return>, void, std::optional<Return>> trigger_event(Args&&... args)
{
constexpr auto hash = rage::joaat(hash_str.value);
std::lock_guard guard(m_module_lock);
for (auto& module : m_modules)
{
if (auto vec = module->m_event_callbacks.find(hash); vec != module->m_event_callbacks.end())
if (auto vec = module->m_event_callbacks.find(menu_event_); vec != module->m_event_callbacks.end())
{
for (auto& cb : vec->second)
{

View File

@ -12,6 +12,7 @@
#include "bindings/script.hpp"
#include "bindings/tunables.hpp"
#include "bindings/vector.hpp"
#include "bindings/global_table.hpp"
#include "file_manager.hpp"
#include "script_mgr.hpp"
@ -120,6 +121,6 @@ namespace big
lua::locals::bind(m_state);
lua::event::bind(m_state);
lua::vector::bind(m_state);
m_state["joaat"] = rage::joaat;
lua::global_table::bind(m_state);
}
}

View File

@ -2,6 +2,7 @@
#include "bindings/gui/gui_element.hpp"
#include "lua_patch.hpp"
#include "sol.hpp"
#include "core/data/menu_event.hpp"
namespace big
{
@ -17,7 +18,7 @@ namespace big
std::vector<script*> m_registered_scripts;
std::vector<std::shared_ptr<lua_patch>> m_registered_patches;
std::unordered_map<rage::joaat_t, std::vector<std::shared_ptr<lua::gui::gui_element>>> m_gui;
std::unordered_map<rage::joaat_t, std::vector<sol::function>> m_event_callbacks;
std::unordered_map<menu_event, std::vector<sol::function>> m_event_callbacks;
std::vector<void*> m_allocated_memory;
lua_module(std::string module_name);

View File

@ -7,6 +7,9 @@ namespace memory
namespace big
{
// Lua API: Class
// Name: lua_patch
// Class representing a in-memory patch.
class lua_patch
{
memory::byte_patch* m_byte_patch;
@ -15,7 +18,16 @@ namespace big
lua_patch(memory::byte_patch* patch);
~lua_patch();
// Lua API: Function
// Class: lua_patch
// Name: apply
// Apply the modified value.
void apply();
// Lua API: Function
// Class: lua_patch
// Name: restore
// Restore the original value.
void restore();
};
}