moonfall/LuaBinding.h

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2014-10-21 04:54:42 +00:00
/*
Moonfall Copyright (C) 2008 Alex Yatskov
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "Actor.h"
#define LUA_DECLARE_FUNCTION(x) int x()
enum LuaType
{
LUA_TYPE_NUMBER,
LUA_TYPE_BOOLEAN,
LUA_TYPE_STRING,
};
struct LuaValue
{
LuaValue() :
type(LUA_TYPE_STRING),
valueNumber(0),
valueBoolean(false) { }
LuaType type;
std::string valueString;
double valueNumber;
bool valueBoolean;
};
class LuaBinding
{
public:
LuaBinding();
~LuaBinding();
bool DoString(const char* string);
void ResetState();
template <typename T>
void Push(const Vector2<T>& value);
template <typename T>
void Push(const Rect4<T>& value);
template <typename T>
void Push(const std::vector<T>& value);
template <typename K, typename V>
void Push(const std::map<K, V>& value);
void Push(const std::string& value);
void Push(const char* value);
void Push(double value);
void Push(float value);
void Push(int value);
void Push(bool value);
void Push(const ActorShape& value);
void Push(const LuaValue& value);
void Push(const ScriptParameter& value);
void PushNil();
template <typename T>
bool Peek(int index, Vector2<T>* value, const Vector2<T>& def = Vector2<T>());
template <typename K, typename V>
bool Peek(int index, std::map<K, V>* value);
bool Peek(int index, std::string* value, const std::string& def = "");
bool Peek(int index, const char** value, const char* def = NULL);
bool Peek(int index, double* value, double def = 0);
bool Peek(int index, float* value, float def = 0);
bool Peek(int index, int* value, int def = 0);
bool Peek(int index, bool* value, bool def = false);
bool Peek(int index, ActorShape* value, const ActorShape& def = ActorShape());
bool Peek(int index, LuaValue* value, const LuaValue& def = LuaValue());
bool Peek(int index, ScriptParameter* value, const ScriptParameter& def = ScriptParameter());
bool PeekNil(int index);
void Pop(int count);
bool IsFunction(int index);
void GetGlobal(const char* name);
bool LoadString(const char* string);
bool Call(int args, int results);
void DoError(const char* error);
int GetTop();
protected:
enum
{
ERROR_TYPE_PARAMETER = -1,
ERROR_TYPE_STATE = -2
};
typedef int (LuaBinding::*LuaFunction)();
template <LuaFunction T>
void RegisterFunction(const char* name);
template <typename T>
void RegisterConstant(const char* name, const T& value);
template <typename T>
static boost::shared_ptr<T> GetActorProperty(Token actorId);
template <typename T>
static boost::shared_ptr<T> GetActorProperty(const char* actorName);
static boost::shared_ptr<Actor> GetActor(Token actorId);
static boost::shared_ptr<Actor> GetActor(const char* name);
private:
static bool LuaValueToScriptParameter(const LuaValue& value, ScriptParameter* parameter);
static bool ScriptParameterToLuaValue(const ScriptParameter& parameter, LuaValue* value);
template <LuaFunction T>
static int FunctionRouter(lua_State* state);
void TraceError(int result);
void ExportFunctions();
void ExportConstants();
lua_State* m_state;
// Util
LUA_DECLARE_FUNCTION(UtilTraceInfo);
LUA_DECLARE_FUNCTION(UtilTraceWarning);
LUA_DECLARE_FUNCTION(UtilTraceError);
LUA_DECLARE_FUNCTION(UtilScriptExecute);
// Camera
LUA_DECLARE_FUNCTION(CameraSetTargetStatic);
LUA_DECLARE_FUNCTION(CameraSetTargetActor);
LUA_DECLARE_FUNCTION(CameraGetTarget);
LUA_DECLARE_FUNCTION(CameraGetBounds);
// Actor
LUA_DECLARE_FUNCTION(ActorAdd);
LUA_DECLARE_FUNCTION(ActorRemove);
LUA_DECLARE_FUNCTION(ActorGetPosition);
LUA_DECLARE_FUNCTION(ActorSetPosition);
LUA_DECLARE_FUNCTION(ActorGetLayer);
LUA_DECLARE_FUNCTION(ActorSetLayer);
LUA_DECLARE_FUNCTION(ActorValidate);
LUA_DECLARE_FUNCTION(ActorFromName);
LUA_DECLARE_FUNCTION(ActorGetName);
LUA_DECLARE_FUNCTION(ActorGetAlias);
LUA_DECLARE_FUNCTION(ActorHasProperty);
LUA_DECLARE_FUNCTION(ActorGetShape);
LUA_DECLARE_FUNCTION(ActorSetShape);
LUA_DECLARE_FUNCTION(ActorEnableShape);
LUA_DECLARE_FUNCTION(ActorDisableShape);
LUA_DECLARE_FUNCTION(ActorIsShapeEnabled);
// ActorPhysics
LUA_DECLARE_FUNCTION(ActorPhysicsGetVelocity);
LUA_DECLARE_FUNCTION(ActorPhysicsSetVelocity);
LUA_DECLARE_FUNCTION(ActorPhysicsQueryShapeCollisions);
// ActorSprite
LUA_DECLARE_FUNCTION(ActorSpriteSet);
LUA_DECLARE_FUNCTION(ActorSpriteGetSize);
// ActorScript
LUA_DECLARE_FUNCTION(ActorScriptSendMessage);
// ActorAnimation
LUA_DECLARE_FUNCTION(ActorAnimationSet);
LUA_DECLARE_FUNCTION(ActorAnimationPlay);
LUA_DECLARE_FUNCTION(ActorAnimationIsPlaying);
LUA_DECLARE_FUNCTION(ActorAnimationStop);
LUA_DECLARE_FUNCTION(ActorAnimationRewind);
LUA_DECLARE_FUNCTION(ActorAnimationPause);
LUA_DECLARE_FUNCTION(ActorAnimationGetSize);
// Input
LUA_DECLARE_FUNCTION(InputIsKeyPressed);
LUA_DECLARE_FUNCTION(InputIsKeyTriggered);
// World
LUA_DECLARE_FUNCTION(WorldLoad);
};
#include "LuaBinding.inl"