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