/* 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 "Types.h" #include "Config.h" #include "LuaStack.h" #include "LinearAllocator.h" #include "Thread.h" namespace crown { /// 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(); /// Return the __lua_State__ pointer required by each Lua function lua_State* state(); const char* error(); /// Load Lua chunk as buffer. @a buffer contains lua chunk, @len is length of buffer void load_buffer(const char* buffer, size_t len); /// Load Lua chunk as file. @a file is path to lua file void load_file(const char* file); /// Load Lua chunk as string void load_string(const char* str); /// Get global symbol from Lua stack. @symbol is the name of required symbol void get_global_symbol(const char* symbol); /// Execute Lua chunk. @a args is the number of arguments required /// @a results is the number of results returned void execute(int32_t args, int32_t results); /// Collect garbage generated by Lua void collect_garbage(); /// Call init function in the Lua game file void game_init(); /// Call shutdown function in the Lua game file void game_shutdown(); /// Call frame function in the Lua game file void game_frame(float dt); /// 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); private: /// Thread used for garbage collection. It calls __collect_garbage()__ static void* background_thread(void* thiz); void lua_error(); // Disable copying LuaEnvironment(const LuaEnvironment&); LuaEnvironment& operator=(const LuaEnvironment&); private: /// Required by each Lua function lua_State* m_state; /// LuaEnvironment is used right now? bool m_is_used; /// Thread used for garbage collection // os::Thread m_thread; char m_error_buffer[1024]; char m_tmp_buffer[1024]; static const char* class_system; static const char* commands_list; static const char* get_cmd_by_name; static const char* tmp_print_table; static const char* count_all; // static const char* type_name; // static const char* type_count; }; void load_int_setting(LuaEnvironment& env); void load_float_setting(LuaEnvironment& env); void load_string_setting(LuaEnvironment& env); void load_vec2(LuaEnvironment& env); void load_vec3(LuaEnvironment& env); void load_mat4(LuaEnvironment& env); void load_quat(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_camera(LuaEnvironment& env); void load_device(LuaEnvironment& env); void load_window(LuaEnvironment& env); CE_EXPORT int32_t luaopen_libcrown(lua_State* L); } // namespace crown