// // Copyright (c) 2008-2017 the Urho3D project. // // 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 "../Container/ArrayPtr.h" #include "../Resource/Resource.h" struct lua_State; namespace Urho3D { /// Lua file. class URHO3D_API LuaFile : public Resource { URHO3D_OBJECT(LuaFile, Resource); public: /// Construct. LuaFile(Context* context); /// Destruct. virtual ~LuaFile(); /// Register object factory. static void RegisterObject(Context* context); /// Load resource from stream. May be called from a worker thread. Return true if successful. virtual bool BeginLoad(Deserializer& source); /// Save resource. Return true if successful. virtual bool Save(Serializer& dest) const; /// Load buffer as chunk. Return true if the resource is successfully loaded as a Lua function on top of the stack. bool LoadChunk(lua_State* luaState); /// Load buffer as chunk and execute. Return true if successful. bool LoadAndExecute(lua_State* luaState); private: /// File size. unsigned size_; /// File data. SharedArrayPtr data_; /// Has loaded. bool hasLoaded_; /// Has executed. bool hasExecuted_; }; }