#include "Base.h" #include "ScriptController.h" #include "lua_ScriptController.h" #include "Base.h" #include "FileSystem.h" #include "ScriptController.h" namespace gameplay { void luaRegister_ScriptController() { const luaL_Reg lua_members[] = { {"loadScript", lua_ScriptController_loadScript}, {"loadScriptIsolated", lua_ScriptController_loadScriptIsolated}, {"loadUrl", lua_ScriptController_loadUrl}, {"registerCallback", lua_ScriptController_registerCallback}, {"unloadScript", lua_ScriptController_unloadScript}, {"unregisterCallback", lua_ScriptController_unregisterCallback}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"print", lua_ScriptController_static_print}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("ScriptController", lua_members, NULL, NULL, lua_statics, scopePath); } static ScriptController* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "ScriptController"); luaL_argcheck(state, userdata != NULL, 1, "'ScriptController' expected."); return (ScriptController*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_ScriptController_loadScript(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); ScriptController* instance = getInstance(state); bool result = instance->loadScript(param1); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_ScriptController_loadScript - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3); ScriptController* instance = getInstance(state); bool result = instance->loadScript(param1, param2); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_ScriptController_loadScript - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2 or 3)."); lua_error(state); break; } } return 0; } int lua_ScriptController_loadScriptIsolated(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); ScriptController* instance = getInstance(state); int result = instance->loadScriptIsolated(param1); // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } lua_pushstring(state, "lua_ScriptController_loadScriptIsolated - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_ScriptController_loadUrl(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); ScriptController* instance = getInstance(state); std::string result = instance->loadUrl(param1); // Push the return value onto the stack. lua_pushstring(state, result.c_str()); return 1; } lua_pushstring(state, "lua_ScriptController_loadUrl - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getIntPointer(3); ScriptController* instance = getInstance(state); std::string result = instance->loadUrl(param1, param2); // Push the return value onto the stack. lua_pushstring(state, result.c_str()); return 1; } lua_pushstring(state, "lua_ScriptController_loadUrl - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2 or 3)."); lua_error(state); break; } } return 0; } int lua_ScriptController_registerCallback(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. const char* param2 = gameplay::ScriptUtil::getString(3, false); ScriptController* instance = getInstance(state); instance->registerCallback(param1, param2); return 0; } lua_pushstring(state, "lua_ScriptController_registerCallback - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 3)."); lua_error(state); break; } } return 0; } int lua_ScriptController_static_print(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); ScriptController::print(param1); return 0; } } while (0); lua_pushstring(state, "lua_ScriptController_static_print - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 2: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); // Get parameter 2 off the stack. const char* param2 = gameplay::ScriptUtil::getString(2, false); ScriptController::print(param1, param2); return 0; } } while (0); lua_pushstring(state, "lua_ScriptController_static_print - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); break; } } return 0; } int lua_ScriptController_unloadScript(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. int param1 = (int)luaL_checkint(state, 2); ScriptController* instance = getInstance(state); instance->unloadScript(param1); return 0; } lua_pushstring(state, "lua_ScriptController_unloadScript - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_ScriptController_unregisterCallback(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. const char* param2 = gameplay::ScriptUtil::getString(3, false); ScriptController* instance = getInstance(state); instance->unregisterCallback(param1, param2); return 0; } lua_pushstring(state, "lua_ScriptController_unregisterCallback - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 3)."); lua_error(state); break; } } return 0; } }