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- // Copyright (c) 2008-2022 the Urho3D project
- // License: MIT
- #pragma once
- #include "../Core/Context.h"
- #include "../Core/Object.h"
- #include "../LuaScript/LuaScriptEventListener.h"
- struct lua_State;
- namespace Urho3D
- {
- extern const char* LOGIC_CATEGORY;
- class LuaFunction;
- class LuaScriptEventInvoker;
- class Scene;
- /// Lua script subsystem.
- class URHO3D_API LuaScript : public Object, public LuaScriptEventListener
- {
- URHO3D_OBJECT(LuaScript, Object);
- public:
- /// Construct.
- explicit LuaScript(Context* context);
- /// Destruct.
- ~LuaScript() override;
- /// Add a scripted event handler by function at the given stack index.
- void AddEventHandler(const String& eventName, int index) override;
- /// Add a scripted event handler by function name.
- void AddEventHandler(const String& eventName, const String& functionName) override;
- /// Add a scripted event handler by function at the given stack index for a specific sender.
- void AddEventHandler(Object* sender, const String& eventName, int index) override;
- /// Add a scripted event handler by function name for a specific sender.
- void AddEventHandler(Object* sender, const String& eventName, const String& functionName) override;
- /// Remove a scripted event handler.
- void RemoveEventHandler(const String& eventName) override;
- /// Remove a scripted event handler for a specific sender.
- void RemoveEventHandler(Object* sender, const String& eventName) override;
- /// Remove all scripted event handlers for a specific sender.
- void RemoveEventHandlers(Object* sender) override;
- /// Remove all scripted event handlers.
- void RemoveAllEventHandlers() override;
- /// Remove all scripted event handlers, except those listed.
- void RemoveEventHandlersExcept(const Vector<String>& exceptionNames) override;
- /// Return whether has subscribed to an event.
- bool HasEventHandler(const String& eventName) const override;
- /// Return whether has subscribed to a specific sender's event.
- bool HasEventHandler(Object* sender, const String& eventName) const override;
- /// Execute script file. Return true if successful.
- bool ExecuteFile(const String& fileName);
- /// Execute script string. Return true if successful.
- bool ExecuteString(const String& string);
- /// Load script file on file system (i.e. not from resource cache). Return true if successful.
- bool LoadRawFile(const String& fileName);
- /// Load and execute script file on file system (i.e. not from resource cache). Return true if successful.
- bool ExecuteRawFile(const String& fileName);
- /// Execute script function.
- bool ExecuteFunction(const String& functionName);
- /// Set whether to execute engine console commands as script code.
- void SetExecuteConsoleCommands(bool enable);
- /// Return Lua state.
- lua_State* GetState() const { return luaState_; }
- /// Return Lua function at the given stack index.
- LuaFunction* GetFunction(int index);
- /// Return Lua function by function name.
- LuaFunction* GetFunction(const String& functionName, bool silentIfNotFound = false);
- /// Return whether is executing engine console commands as script code.
- bool GetExecuteConsoleCommands() const { return executeConsoleCommands_; }
- /// Push Lua function to stack. Return true if is successful. Return false on any error and an error string is pushed instead.
- static bool PushLuaFunction(lua_State* L, const String& functionName);
- private:
- /// Register loader.
- void RegisterLoader();
- /// Replace print.
- void ReplacePrint();
- /// Handle post update.
- void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle a console command event.
- void HandleConsoleCommand(StringHash eventType, VariantMap& eventData);
- /// At panic.
- static int AtPanic(lua_State* L);
- /// Loader.
- static int Loader(lua_State* L);
- /// Print function.
- static int Print(lua_State* L);
- /// Lua state.
- lua_State* luaState_;
- /// Procedural event invoker.
- SharedPtr<LuaScriptEventInvoker> eventInvoker_;
- /// Coroutine update function.
- LuaFunction* coroutineUpdate_;
- /// Flag for executing engine console commands as script code. Default to true.
- bool executeConsoleCommands_;
- /// Function pointer to function map.
- HashMap<const void*, SharedPtr<LuaFunction>> functionPointerToFunctionMap_;
- /// Function name to function map.
- HashMap<String, SharedPtr<LuaFunction>> functionNameToFunctionMap_;
- };
- /// Register Lua script library objects.
- void URHO3D_API RegisterLuaScriptLibrary(Context* context);
- }
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