/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include "lua.hpp" #include "Config.h" #include "Types.h" namespace crown { enum LuaArgumentType { ARGUMENT_FLOAT }; class LuaResource; /// LuaEnvironment is a wrapper of a subset of Lua functions and /// provides utilities for extending Lua class LuaEnvironment { public: /// Constructor LuaEnvironment(); /// Init Lua state and open libraries. Must be called first void init(); /// Close Lua state and shutdown LuaEnvironment void shutdown(); /// Loads and execute the given @a res_name Lua resource, returns /// true if success, false otherwise. bool load_and_execute(const char* res_name); bool execute_string(const char* s); /// Load a function which will be used in Lua. @a module is the name of table contenitor, /// @a name is the name of function in module and @func is the pointer to the function. /// _func_ must be a C/lua function (__int32_t function_name(lua_State* L)__) void load_module_function(const char* module, const char* name, const lua_CFunction func); /// Load a enum's value which will be used in Lua. /// @a module is the name of table contenitor, generally take enum's name /// @a name is module's name that refears _value_ and @value is an unsigned integer void load_module_enum(const char* module, const char* name, uint32_t value); /// Calls the global function @a func with @a argc argument number. /// Each argument is a pair (type, value). /// Example call: /// call_global("myfunc", 1, ARGUMENT_FLOAT, 3.14f) /// Returns true if success, false otherwise bool call_global(const char* func, uint8_t argc, ...); void error(); private: // Disable copying LuaEnvironment(const LuaEnvironment&); LuaEnvironment& operator=(const LuaEnvironment&); private: lua_State* m_state; }; void load_int_setting(LuaEnvironment& env); void load_float_setting(LuaEnvironment& env); void load_string_setting(LuaEnvironment& env); void load_vector2(LuaEnvironment& env); void load_vector3(LuaEnvironment& env); void load_matrix4x4(LuaEnvironment& env); void load_quaternion(LuaEnvironment& env); void load_math(LuaEnvironment& env); void load_mouse(LuaEnvironment& env); void load_keyboard(LuaEnvironment& env); void load_touch(LuaEnvironment& env); void load_accelerometer(LuaEnvironment& env); void load_device(LuaEnvironment& env); void load_window(LuaEnvironment& env); void load_resource_package(LuaEnvironment& env); void load_unit(LuaEnvironment& env); void load_camera(LuaEnvironment& env); void load_world(LuaEnvironment& env); void load_mesh(LuaEnvironment& env); void load_sprite(LuaEnvironment& env); CE_EXPORT int32_t luaopen_libcrown(lua_State* L); } // namespace crown