#ifndef SCRIPTCONTROLLER_H #define SCRIPTCONTROLLER_H #include "Base.h" #include "Gamepad.h" namespace gameplay { /** * Controls and manages all scripts. */ class ScriptController { friend class Game; friend class Platform; public: /** * Represents a C++ object from within Lua. * @script{ignore} */ struct LuaObject { /** The actual object instance. */ void* instance; /** Whether object is owned by Lua. */ bool owns; }; /** * Calls the specifed Lua function using the given parameters. * * @param func The name of the function to call. * @param args The argument signature of the function. Of the form 'xxx', where each 'x' is a parameter type and must be one of: * - 'b' - bool * - 'c' - char * - 'h' - short * - 'i' - int * - 'l' - long * - 'f' - float * - 'd' - double * - 'ui' - unsigned int * - 'ul' - unsigned long * - 'uc' - unsigned char * - 'uh' - unsigned short * - 's' - string * - 'p' - pointer * - '' - a pointer to an object of the given type (where the qualified type name is enclosed by angle brackets). * - '[enum-type]' - an enumerated value of the given type (where the qualified type name is enclosed by square brackets). * @return The return value of the executed Lua function. */ template T executeFunction(const char* func, const char* args, ...); /** * Used to specify the pointer type for executing Lua functions that return pointers. * @script{ignore} */ struct Type { /** Constructor. */ explicit Type(const char* type) : type(type) {} /** The name of the type. */ const char* type; }; /** * Calls the specifed Lua function using the given parameters. * * @param type The class of the return value pointer. * @param func The name of the function to call. * @param args The argument signature of the function. Of the form 'xxx', where each 'x' is a parameter type and must be one of: * - 'b' - bool * - 'c' - char * - 'h' - short * - 'i' - int * - 'l' - long * - 'f' - float * - 'd' - double * - 'ui' - unsigned int * - 'ul' - unsigned long * - 'uc' - unsigned char * - 'uh' - unsigned short * - 's' - string * - 'p' - pointer * - '' - a pointer to an object of the given type (where the qualified type name is enclosed by angle brackets). * - '[enum-type]' - an enumerated value of the given type (where the qualified type name is enclosed by square brackets). * @return The return value of the executed Lua function. */ template T* executeFunction(const Type& type, const char* func, const char* args, ...); /** * Gets the global instance of the script controller. * * @return The global instance of the script controller (NULL if it hasn't yet been created). */ static ScriptController* getInstance(); /** * Loads the given script file and executes its global code. * * @param path The path to the script. */ void loadScript(const char* path); /** * Gets a pointer to a bool (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ bool* getBoolPointer(int index); /** * Gets a pointer to a short (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ short* getShortPointer(int index); /** * Gets a pointer to an int (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ int* getIntPointer(int index); /** * Gets a pointer to a long (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ long* getLongPointer(int index); /** * Gets a pointer to an unsigned char (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ unsigned char* getUnsignedCharPointer(int index); /** * Gets a pointer to an unsigned short (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ unsigned short* getUnsignedShortPointer(int index); /** * Gets a pointer to an unsigned int (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ unsigned int* getUnsignedIntPointer(int index); /** * Gets a pointer to an unsigned long (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ unsigned long* getUnsignedLongPointer(int index); /** * Gets a pointer to a float (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ float* getFloatPointer(int index); /** * Gets a pointer to a double (as an array-use SAFE_DELETE_ARRAY to clean up) for the given stack index. * * @param index The stack index. * @return The pointer. */ double* getDoublePointer(int index); /** * Gets an object pointer of the given type for the given stack index. * * @param type The type of object pointer to retrieve. * @param index The stack index. * @param nonNull Whether the pointer must be non-null (e.g. if the parameter we * are retreiving is actually a reference or by-value parameter). * @return The object pointer or NULL if the data at the stack index * is not an object or if the object is not derived from the given type. * @script{ignore} */ template T* getObjectPointer(int index, const char* type, bool nonNull); /** * Gets a string for the given stack index. * * @param index The stack index. * @param isStdString Whether the string being retrieved is a std::string object or not. * @return The string or NULL. * @script{ignore} */ const char* getString(int index, bool isStdString); /** * Gets the global boolean variable with the given name. * * @param name The name of the variable. * @return The global boolean variable. * @script{ignore} */ bool getBool(const char* name); /** * Gets the global char variable with the given name. * * @param name The name of the variable. * @return The global char variable. * @script{ignore} */ char getChar(const char* name); /** * Gets the global short variable with the given name. * * @param name The name of the variable. * @return The global short variable. * @script{ignore} */ short getShort(const char* name); /** * Gets the global int variable with the given name. * * @param name The name of the variable. * @return The global int variable. * @script{ignore} */ int getInt(const char* name); /** * Gets the global long variable with the given name. * * @param name The name of the variable. * @return The global long variable. * @script{ignore} */ long getLong(const char* name); /** * Gets the global unsigned char variable with the given name. * * @param name The name of the variable. * @return The global unsigned char variable. * @script{ignore} */ unsigned char getUnsignedChar(const char* name); /** * Gets the global unsigned short variable with the given name. * * @param name The name of the variable. * @return The global unsigned short variable. * @script{ignore} */ unsigned short getUnsignedShort(const char* name); /** * Gets the global unsigned int variable with the given name. * * @param name The name of the variable. * @return The global unsigned int variable. * @script{ignore} */ unsigned int getUnsignedInt(const char* name); /** * Gets the global unsigned long variable with the given name. * * @param name The name of the variable. * @return The global unsigned long variable. * @script{ignore} */ unsigned long getUnsignedLong(const char* name); /** * Gets the global float variable with the given name. * * @param name The name of the variable. * @return The global float variable. * @script{ignore} */ float getFloat(const char* name); /** * Gets the global double variable with the given name. * * @param name The name of the variable. * @return The global double variable. * @script{ignore} */ double getDouble(const char* name); /** * Gets the global string variable with the given name. * * @param name The name of the variable. * @return The global string variable. * @script{ignore} */ const char* getString(const char* name); /** * Gets the global pointer variable of the given type with the given name. * * @param type The type of the variable in Lua. * @param name The name of the variable. * @return The global pointer variable. * @script{ignore} */ templateT* getObjectPointer(const char* type, const char* name); /** * Sets the global boolean variable with the given name. * * @param name The name of the variable. * @param v The boolean variable. * @script{ignore} */ void setBool(const char* name, bool v); /** * Sets the global char variable with the given name. * * @param name The name of the variable. * @param v The char variable. * @script{ignore} */ void setChar(const char* name, char v); /** * Sets the global short variable with the given name. * * @param name The name of the variable. * @param v The short variable. * @script{ignore} */ void setShort(const char* name, short v); /** * Sets the global int variable with the given name. * * @param name The name of the variable. * @param v The int variable. * @script{ignore} */ void setInt(const char* name, int v); /** * Sets the global long variable with the given name. * * @param name The name of the variable. * @param v The long variable. * @script{ignore} */ void setLong(const char* name, long v); /** * Gets the global unsigned char variable with the given name. * * @param name The name of the variable. * @param v The unsigned char variable. * @script{ignore} */ void setUnsignedChar(const char* name, unsigned char v); /** * Sets the global unsigned short variable with the given name. * * @param name The name of the variable. * @param v The unsigned short variable. * @script{ignore} */ void setUnsignedShort(const char* name, unsigned short v); /** * Sets the global unsigned int variable with the given name. * * @param name The name of the variable. * @param v The unsigned int variable. * @script{ignore} */ void setUnsignedInt(const char* name, unsigned int v); /** * Sets the global unsigned long variable with the given name. * * @param name The name of the variable. * @param v The unsigned long variable. * @script{ignore} */ void setUnsignedLong(const char* name, unsigned long v); /** * Sets the global float variable with the given name. * * @param name The name of the variable. * @param v The float variable. * @script{ignore} */ void setFloat(const char* name, float v); /** * Sets the global double variable with the given name. * * @param name The name of the variable. * @param v The double variable. * @script{ignore} */ void setDouble(const char* name, double v); /** * Sets the global string variable with the given name. * * @param name The name of the variable. * @param v The string variable. * @script{ignore} */ void setString(const char* name, const char* v); /** * Sets the global pointer variable of the given type with the given name. * * @param type The type of the variable in Lua. * @param name The name of the variable. * @param v The pointer variable. * @script{ignore} */ templatevoid setObjectPointer(const char* type, const char* name, T* v); /** * Registers the given library with Lua. * * @param name The name of the library from within Lua. * @param functions The library function mapping (Lua function names to C++ functions). * @script{ignore} */ void registerLibrary(const char* name, const luaL_Reg* functions); /** * Registers the given boolean constant as valid for the given scope path. * * @param name The name of the constant (what the user would use from Lua). * @param value The constant's value. * @param scopePath The list of containing classes, going inward from the most outer class. * @script{ignore} */ void registerConstantBool(std::string name, bool value, std::vector scopePath); /** * Registers the given number constant as valid for the given scope path. * * @param name The name of the constant (what the user would use from Lua). * @param value The constant's value. * @param scopePath The list of containing classes, going inward from the most outer class. * @script{ignore} */ void registerConstantNumber(std::string name, double value, std::vector scopePath); /** * Registers the given string constant as valid for the given scope path. * * @param name The name of the constant (what the user would use from Lua). * @param value The constant's value. * @param scopePath The list of containing classes, going inward from the most outer class. * @script{ignore} */ void registerConstantString(std::string name, std::string value, std::vector scopePath); /** * Registers the given class type with Lua. * * @param name The name of the class from within Lua. * @param members The library function mapping for all the member functions (Lua function names to C++ functions). * @param newFunction The function to call that creates an instance of the class. * @param deleteFunction The function to call that destroys an instance of the class. * @param statics The library function mapping for all the static functions (Lua function names to C++ functions). * @param scopePath For an inner class, this is a list of its containing classes, going inward from the most outer class. * @script{ignore} */ void registerClass(const char* name, const luaL_Reg* members, lua_CFunction newFunction, lua_CFunction deleteFunction, const luaL_Reg* statics, std::vector scopePath = std::vector()); /** * Register a function with Lua. * * @param luaFunction The name of the function from within Lua. * @param cppFunction The C++ function pointer. * @script{ignore} */ void registerFunction(const char* luaFunction, lua_CFunction cppFunction); /** * Sets the global inheritance hierarchy. * * @param hierarchy The inheritance hierarchy stored as a map of class names * to a list of all derived class names. * @script{ignore} */ void setGlobalHierarchy(std::map > hierarchy); /** * Checks that the parameter at the given stack position is a boolean and returns it. * * @param state The Lua state. * @param n The stack index. * @return The boolean (if successful; otherwise it logs an error). * @script{ignore} */ static bool luaCheckBool(lua_State* state, int n); private: /** * Represents a Lua callback function binding. */ enum ScriptCallback { INITIALIZE = 0, UPDATE, RENDER, FINALIZE, KEY_EVENT, MOUSE_EVENT, TOUCH_EVENT, GAMEPAD_EVENT, CALLBACK_COUNT, INVALID_CALLBACK = CALLBACK_COUNT }; /** * Constructor. */ ScriptController(); /** * Copy constructor. */ ScriptController(const ScriptController& copy); /** * Destructor. */ ~ScriptController(); /** * Callback for when the controller is initialized. */ void initialize(); /** * Initializes the game using the appropriate callback script (if it was specified). */ void initializeGame(); /* * Callback for when the controller is finalized. */ void finalize(); /** * Finalizes the game using the appropriate callback script (if it was specified). */ void finalizeGame(); /** * Callback for when the controller receives a frame update event. */ void update(float elapsedTime); /** * Renders the game using the appropriate callback script (if it was specified). */ void render(float elapsedTime); /** * Script keyboard callback on key events. * * @param evt The key event that occured. * @param key If evt is KEY_PRESS or KEY_RELEASE then key is the key code from Keyboard::Key. * If evt is KEY_CHAR then key is the unicode value of the character. * * @see Keyboard::KeyEvent * @see Keyboard::Key */ void keyEvent(Keyboard::KeyEvent evt, int key); /** * Script touch callback on touch events. * * @param evt The touch event that occurred. * @param x The x position of the touch in pixels. Left edge is zero. * @param y The y position of the touch in pixels. Top edge is zero. * @param contactIndex The order of occurrence for multiple touch contacts starting at zero. * * @see Touch::TouchEvent */ void touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex); /** * Script mouse callback on mouse events. If the game does not consume the mouse move event or left mouse click event * then it is interpreted as a touch event instead. * * @param evt The mouse event that occurred. * @param x The x position of the mouse in pixels. Left edge is zero. * @param y The y position of the mouse in pixels. Top edge is zero. * @param wheelDelta The number of mouse wheel ticks. Positive is up (forward), negative is down (backward). * * @return True if the mouse event is consumed or false if it is not consumed. * * @see Mouse::MouseEvent */ bool mouseEvent(Mouse::MouseEvent evt, int x, int y, int wheelDelta); /** * Script gamepad callback on gamepad events. * * @param evt The gamepad event that occurred. * @param gamepad the gamepad the event occurred on */ void gamepadEvent(Gamepad::GamepadEvent evt, Gamepad* gamepad); /** * Calls the specifed Lua function using the given parameters. * * @param resultCount The expected number of returned values. * @param func The name of the function to call. * @param args The argument signature of the function, as a string of the form * 'xxx', where each 'x' is a parameter type and must be one of: * - 'b' - bool * - 'c' - char * - 'h' - short * - 'i' - int * - 'l' - long * - 'f' - float * - 'd' - double * - 'ui' - unsigned int * - 'ul' - unsigned long * - 'uc' - unsigned char * - 'uh' - unsigned short * - 's' - string * - 'p' - pointer * - '' - a pointer to an object of the given type (where the qualified type name is enclosed by angle brackets). * - '[enum-type]' - an enumerated value of the given type (where the qualified type name is enclosed by square brackets). * @param list The variable argument list. */ void executeFunctionHelper(int resultCount, const char* func, const char* args, va_list& list); /** * Registers the given script callback. * * @param callback The script callback to register for. * @param function The name of the function within the Lua script to call. */ void registerCallback(ScriptCallback callback, std::string function); lua_State* _lua; unsigned int _returnCount; std::map > _hierarchy; static ScriptController* __instance; std::string* _callbacks[CALLBACK_COUNT]; }; /** Template specialization. */ template<> void ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> bool ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> char ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> short ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> int ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> long ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> unsigned char ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> unsigned short ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> unsigned int ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> unsigned long ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> float ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> double ScriptController::executeFunction(const char* func, const char* args, ...); /** Template specialization. */ template<> std::string ScriptController::executeFunction(const char* func, const char* args, ...); } #include "ScriptController.inl" #endif