LuaScript.h 3.3 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Context.h"
  24. #include "Object.h"
  25. struct lua_State;
  26. namespace Urho3D
  27. {
  28. class Scene;
  29. /// Lua script subsystem.
  30. class URHO3D_API LuaScript : public Object
  31. {
  32. OBJECT(LuaScript);
  33. public:
  34. /// Construct.
  35. LuaScript(Context* context);
  36. /// Destruct.
  37. ~LuaScript();
  38. /// Execute script file.
  39. bool ExecuteFile(const String& fileName);
  40. /// Execute script string.
  41. bool ExecuteString(const String& string);
  42. /// Execute script function.
  43. bool ExecuteFunction(const String& functionName);
  44. /// Script send event.
  45. void ScriptSendEvent(const String& eventName, VariantMap& eventData);
  46. /// Script subscribe event.
  47. void ScriptSubscribeToEvent(const String& eventName, const String& functionName);
  48. /// Script subscribe object's event.
  49. void ScriptSubscribeToEvent(void* object, const String& eventName, const String& functionName);
  50. /// Return Lua state.
  51. lua_State* GetLuaState() const { return luaState_; }
  52. /// Find Lua function.
  53. bool FindFunction(const String& functionName);
  54. private:
  55. /// Register loader.
  56. void RegisterLoader();
  57. /// Loader.
  58. static int Loader(lua_State* L);
  59. /// Replace print.
  60. void ReplacePrint();
  61. /// Print function.
  62. static int Print(lua_State* L);
  63. /// Handle event.
  64. void HandleEvent(StringHash eventType, VariantMap& eventData);
  65. /// Handle object event.
  66. void HandleObjectEvent(StringHash eventType, VariantMap& eventData);
  67. /// Handle a console command event.
  68. void HandleConsoleCommand(StringHash eventType, VariantMap& eventData);
  69. private:
  70. /// Call Lua event handler.
  71. void CallEventHandler(int functionRef, StringHash eventType, VariantMap& eventData);
  72. /// Lua state.
  73. lua_State* luaState_;
  74. /// Event type to function ref map.
  75. HashMap<StringHash, int> eventTypeToFunctionRefMap_;
  76. /// Object to event type to function ref map.
  77. HashMap<Object*, HashMap<StringHash, int> > objectToEventTypeToFunctionRefMap_;
  78. };
  79. /// Register Lua script library objects.
  80. void RegisterLuaScriptLibrary(Context* context);
  81. /// Return context.
  82. Context* GetContext();
  83. }