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moonfall/LuaBinding.inl

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C++

/*
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/>.
*/
template <LuaBinding::LuaFunction T>
void LuaBinding::RegisterFunction(const char* name)
{
lua_register(m_state, name, FunctionRouter<T>);
}
template <LuaBinding::LuaFunction T>
int LuaBinding::FunctionRouter(lua_State* state)
{
lua_getfield(state, LUA_REGISTRYINDEX, "LuaBinding");
const int top = lua_gettop(state);
ASSERT(lua_isuserdata(state, top));
LuaBinding* const binding = static_cast<LuaBinding*>(lua_touserdata(state, top));
const int result = (binding->*T)();
switch (result)
{
case ERROR_TYPE_PARAMETER:
binding->DoError("Binding parameter error");
return 0;
case ERROR_TYPE_STATE:
binding->DoError("Binding state error");
return 0;
default:
return result;
}
}
template <typename T>
void LuaBinding::RegisterConstant(const char* name, const T& value)
{
Push(value);
lua_setglobal(m_state, name);
}
template <typename T>
void LuaBinding::Push(const Vector2<T>& value)
{
lua_newtable(m_state);
const int top = lua_gettop(m_state);
Push(value.x);
Push(value.y);
lua_setfield(m_state, top, "y");
lua_setfield(m_state, top, "x");
}
template <typename T>
void LuaBinding::Push(const Rect4<T>& value)
{
lua_newtable(m_state);
const int top = lua_gettop(m_state);
Push(value.x0);
Push(value.y0);
Push(value.x1);
Push(value.y1);
lua_setfield(m_state, top, "y1");
lua_setfield(m_state, top, "x1");
lua_setfield(m_state, top, "y0");
lua_setfield(m_state, top, "x0");
}
template <typename T>
void LuaBinding::Push(const std::vector<T>& value)
{
lua_newtable(m_state);
const int top = lua_gettop(m_state);
for (size_t i = 0; i < value.size(); ++i)
{
Push(static_cast<int>(i) + 1);
Push(value[i]);
lua_settable(m_state, top);
}
}
template <typename K, typename V>
void LuaBinding::Push(const std::map<K, V>& value)
{
lua_newtable(m_state);
const int top = lua_gettop(m_state);
for (typename std::map<K, V>::const_iterator iter = value.begin(); iter != value.end(); ++iter)
{
Push(iter->first);
Push(iter->second);
lua_settable(m_state, top);
}
}
template <typename T>
bool LuaBinding::Peek(int index, Vector2<T>* value, const Vector2<T>& def)
{
if (!lua_istable(m_state, index))
{
*value = def;
return false;
}
lua_getfield(m_state, index, "x");
lua_getfield(m_state, index, "y");
const int top = lua_gettop(m_state);
const bool success = Peek(top - 1, &value->x) & Peek(top - 0, &value->y);
lua_pop(m_state, 2);
if (!success)
{
*value = def;
return false;
}
return true;
}
template <typename K, typename V>
bool LuaBinding::Peek(int index, std::map<K, V>* value)
{
if (!lua_istable(m_state, index))
{
return false;
}
const int top = lua_gettop(m_state);
PushNil();
while (lua_next(m_state, index) != 0)
{
K mapKey;
V mapValue;
if (!Peek(top + 1, &mapKey) || !Peek(top + 2, &mapValue))
{
Pop(2);
return false;
}
value->insert(std::make_pair(mapKey, mapValue));
Pop(1);
}
Pop(1);
return true;
}
template <typename T>
boost::shared_ptr<T> LuaBinding::GetActorProperty(Token actorId)
{
boost::shared_ptr<Actor> actor = GetActor(actorId);
return actor ? actor->GetProperty<T>().lock() : boost::shared_ptr<T>();
}
template <typename T>
boost::shared_ptr<T> LuaBinding::GetActorProperty(const char* actorName)
{
boost::shared_ptr<Actor> actor = GetActor(actorName);
return actor ? actor->GetProperty<T>().lock() : boost::shared_ptr<T>();
}