MegaGlest/source/shared_lib/include/lua/lua_script.h

122 lines
3.0 KiB
C++

// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _SHARED_LUA_LUASCRIPT_H_
#define _SHARED_LUA_LUASCRIPT_H_
#include <string>
#include <lua.hpp>
#include "vec.h"
#include "xml_parser.h"
#include "leak_dumper.h"
using std::string;
using Shared::Graphics::Vec2i;
using Shared::Graphics::Vec4i;
using Shared::Graphics::Vec2f;
using Shared::Graphics::Vec3f;
using Shared::Graphics::Vec4f;
using Shared::Xml::XmlNode;
namespace Shared { namespace Lua {
typedef lua_State LuaHandle;
typedef int(*LuaFunction)(LuaHandle*);
// =====================================================
// class LuaScript
// =====================================================
class LuaScript {
private:
LuaHandle *luaState;
int argumentCount;
string currentLuaFunction;
bool currentLuaFunctionIsValid;
string sandboxWrapperFunctionName;
string sandboxCode;
static bool disableSandbox;
static bool debugModeEnabled;
void DumpGlobals();
public:
LuaScript();
~LuaScript();
static void setDebugModeEnabled(bool value) { debugModeEnabled = value; }
static bool getDebugModeEnabled() { return debugModeEnabled; }
static void setDisableSandbox(bool value) { disableSandbox = value; }
void loadCode(string code, string name);
void beginCall(string functionName);
void endCall();
int runCode(const string code);
void setSandboxWrapperFunctionName(string name);
void setSandboxCode(string code);
void registerFunction(LuaFunction luaFunction, string functionName);
void saveGame(XmlNode *rootNode);
void loadGame(const XmlNode *rootNode);
private:
string errorToString(int errorCode);
};
// =====================================================
// class LuaArguments
// =====================================================
class LuaArguments {
private:
lua_State *luaState;
int returnCount;
public:
LuaArguments(lua_State *luaState);
int getInt(int argumentIndex) const;
string getString(int argumentIndex) const;
void * getGenericData(int argumentIndex) const;
Vec2i getVec2i(int argumentIndex) const;
Vec4i getVec4i(int argumentIndex) const;
float getFloat(int argumentIndex) const;
Vec2f getVec2f(int argumentIndex) const;
Vec3f getVec3f(int argumentIndex) const;
Vec4f getVec4f(int argumentIndex) const;
int getReturnCount() const {return returnCount;}
void returnInt(int value);
void returnFloat(float value);
void returnString(const string &value);
void returnVec2i(const Vec2i &value);
void returnVec4i(const Vec4i &value);
void returnVectorInt(const vector<int> &value);
private:
void throwLuaError(const string &message) const;
string getStackText() const;
};
}}//end namespace
#endif