Esempio n. 1
0
// Terminate a script, either because of error, or the script finished
void script_end()
{
    // Tell other code that script has ended
    camera_info.state.state_kbd_script_run = SCRIPT_STATE_INACTIVE;
    camera_info.state.osd_title_line = 1 ;

    // reset the script terminate key
    script_terminate_key = KEY_SHOOT_FULL ;

    script_print_screen_end();
    console_set_autoredraw(1);          // Force console display on in case script turned it off

    // Restore old handler - prevent calling MD draw after module unloaded
    if (old_gui_handler)
    {
        extern gui_handler defaultGuiHandler; 
        // if script switched in or out of alt, try to preserve
        // TODO is there ever a situation where it should be something other than default or alt?
        if(old_gui_handler == &altGuiHandler && camera_info.state.gui_mode_none) {
            gui_set_mode(&defaultGuiHandler);
        } else if(old_gui_handler == &defaultGuiHandler && camera_info.state.gui_mode_alt) {
            gui_set_mode(&altGuiHandler);
        } else {
            gui_set_mode(old_gui_handler);
        }
        old_gui_handler = 0;
    }

    // Reset script language module
    libscriptapi->script_reset();

    // Kill off the action_stack for the script, since we've just reset the script
    // language and unloaded the MD module, we don't need to let the stack empty
    // itself.
    action_stack_kill(running_script_stack_name);
    running_script_stack_name = -1;

	libshothisto->shot_histogram_set(0);
    kbd_key_release_all();

    conf_setAutosave(1);    // Turn on autosave of config file in conf_setValue in case script turned it off
    conf_update_prevent_shutdown();
}
Esempio n. 2
0
static int luaCB_set_console_autoredraw( lua_State* L )
{
    console_set_autoredraw(luaL_checknumber(L,1));
    return 0;
}
Esempio n. 3
0
void script_console_add_error(long str_id)
{
    console_set_autoredraw(1);          // Force console display on
    script_console_add_line(str_id);
}