Some Lua interface API stuff
This commit is contained in:
parent
322d224fa7
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493a32a1b2
134
src/cat/LuaButton.cpp
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134
src/cat/LuaButton.cpp
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@ -0,0 +1,134 @@
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extern "C"
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{
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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}
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#include <iostream>
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#include "LuaButton.h"
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#include "interface/Button.h"
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const char LuaButton::className[] = "Button";
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#define method(class, name) {#name, &class::name}
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Luna<LuaButton>::RegType LuaButton::methods[] = {
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method(LuaButton, action),
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method(LuaButton, text),
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method(LuaButton, position),
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method(LuaButton, size),
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{0, 0}
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};
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LuaButton::LuaButton(lua_State * l) :
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actionFunction(0)
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{
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this->l = l;
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int posX = luaL_optinteger(l, 1, 0);
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int posY = luaL_optinteger(l, 2, 0);
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int sizeX = luaL_optinteger(l, 3, 10);
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int sizeY = luaL_optinteger(l, 4, 10);
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std::string text = luaL_optstring(l, 5, "");
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std::string toolTip = luaL_optstring(l, 6, "");;
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button = new ui::Button(ui::Point(posX, posY), ui::Point(sizeX, sizeY), text, toolTip);
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class ClickAction : public ui::ButtonAction
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{
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LuaButton * luaButton;
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public:
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ClickAction(LuaButton * luaButton) : luaButton(luaButton) {}
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void ActionCallback(ui::Button * sender)
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{
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luaButton->triggerAction();
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}
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};
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button->SetActionCallback(new ClickAction(this));
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}
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int LuaButton::action(lua_State * l)
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{
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if(lua_type(l, 1) != LUA_TNIL)
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{
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luaL_checktype(l, 1, LUA_TFUNCTION);
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lua_pushvalue(l, 1);
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actionFunction = luaL_ref(l, LUA_REGISTRYINDEX);
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}
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else
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{
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actionFunction = 0;
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}
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}
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int LuaButton::text(lua_State * l)
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{
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int args = lua_gettop(l);
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if(args)
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{
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luaL_checktype(l, 1, LUA_TSTRING);
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button->SetText(lua_tostring(l, 1));
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return 0;
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}
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else
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{
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lua_pushstring(l, button->GetText().c_str());
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return 1;
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}
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}
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int LuaButton::position(lua_State * l)
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{
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int args = lua_gettop(l);
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if(args)
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{
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luaL_checktype(l, 1, LUA_TNUMBER);
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luaL_checktype(l, 2, LUA_TNUMBER);
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button->Position = ui::Point(lua_tointeger(l, 1), lua_tointeger(l, 2));
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return 0;
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}
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else
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{
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lua_pushinteger(l, button->Position.X);
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lua_pushinteger(l, button->Position.Y);
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return 2;
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}
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}
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int LuaButton::size(lua_State * l)
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{
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int args = lua_gettop(l);
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if(args)
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{
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luaL_checktype(l, 1, LUA_TNUMBER);
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luaL_checktype(l, 2, LUA_TNUMBER);
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button->Size = ui::Point(lua_tointeger(l, 1), lua_tointeger(l, 2));
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button->Invalidate();
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return 0;
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}
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else
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{
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lua_pushinteger(l, button->Size.X);
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lua_pushinteger(l, button->Size.Y);
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return 2;
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}
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}
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void LuaButton::triggerAction()
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{
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if(actionFunction)
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{
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std::cout << actionFunction << std::endl;
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lua_rawgeti(l, LUA_REGISTRYINDEX, actionFunction);
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lua_pushinteger(l, 1);
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if (lua_pcall(l, 1, 1, 0))
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{
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//Log error somewhere
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}
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}
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}
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LuaButton::~LuaButton()
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{
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if(button->GetParentWindow())
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button->GetParentWindow()->RemoveComponent(button);
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delete button;
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}
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33
src/cat/LuaButton.h
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33
src/cat/LuaButton.h
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@ -0,0 +1,33 @@
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#pragma once
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extern "C" {
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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}
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#include "LuaLuna.h"
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namespace ui
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{
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class Button;
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}
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class LuaButton
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{
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ui::Button * button;
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int actionFunction;
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lua_State * l;
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void triggerAction();
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int action(lua_State * l);
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int text(lua_State * l);
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int position(lua_State * l);
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int size(lua_State * l);
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public:
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static const char className[];
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static Luna<LuaButton>::RegType methods[];
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ui::Button * GetComponent() { return button; }
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LuaButton(lua_State * l);
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~LuaButton();
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};
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128
src/cat/LuaLuna.h
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128
src/cat/LuaLuna.h
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@ -0,0 +1,128 @@
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#pragma once
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//http://lua-users.org/wiki/SimplerCppBinding
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extern "C" {
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#include "lua.h"
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#include "lauxlib.h"
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}
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template <typename T> class Luna
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{
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typedef struct { T *pT; } userdataType;
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public:
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typedef int (T::*mfp)(lua_State *L);
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typedef struct { const char *name; mfp mfunc; } RegType;
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static void Register(lua_State *L)
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{
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lua_newtable(L);
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int methods = lua_gettop(L);
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luaL_newmetatable(L, T::className);
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int metatable = lua_gettop(L);
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// store method table in globals so that
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// scripts can add functions written in Lua.
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lua_pushstring(L, T::className);
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lua_pushvalue(L, methods);
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lua_settable(L, LUA_GLOBALSINDEX);
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lua_pushliteral(L, "__metatable");
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lua_pushvalue(L, methods);
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lua_settable(L, metatable); // hide metatable from Lua getmetatable()
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lua_pushliteral(L, "__index");
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lua_pushvalue(L, methods);
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lua_settable(L, metatable);
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lua_pushliteral(L, "__tostring");
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lua_pushcfunction(L, tostring_T);
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lua_settable(L, metatable);
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lua_pushliteral(L, "__gc");
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lua_pushcfunction(L, gc_T);
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lua_settable(L, metatable);
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lua_newtable(L); // mt for method table
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int mt = lua_gettop(L);
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lua_pushliteral(L, "__call");
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lua_pushcfunction(L, new_T);
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lua_pushliteral(L, "new");
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lua_pushvalue(L, -2); // dup new_T function
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lua_settable(L, methods); // add new_T to method table
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lua_settable(L, mt); // mt.__call = new_T
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lua_setmetatable(L, methods);
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// fill method table with methods from class T
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for (RegType *l = T::methods; l->name; l++)
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{
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/* edited by Snaily: shouldn't it be const RegType *l ... ? */
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lua_pushstring(L, l->name);
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lua_pushlightuserdata(L, (void*)l);
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lua_pushcclosure(L, thunk, 1);
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lua_settable(L, methods);
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}
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lua_pop(L, 2); // drop metatable and method table
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}
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// get userdata from Lua stack and return pointer to T object
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static T * check(lua_State * L, int narg)
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{
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userdataType *ud = static_cast<userdataType*>(luaL_checkudata(L, narg, T::className));
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if(!ud)
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luaL_typerror(L, narg, T::className);
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return ud->pT; // pointer to T object
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}
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static inline T * get(void * userData)
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{
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return ((userdataType*)userData)->pT;
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}
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private:
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Luna(); // hide default constructor
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// member function dispatcher
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static int thunk(lua_State * L)
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{
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// stack has userdata, followed by method args
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T *obj = check(L, 1); // get 'self', or if you prefer, 'this'
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lua_remove(L, 1); // remove self so member function args start at index 1
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// get member function from upvalue
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RegType *l = static_cast<RegType*>(lua_touserdata(L, lua_upvalueindex(1)));
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return (obj->*(l->mfunc))(L); // call member function
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}
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// create a new T object and
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// push onto the Lua stack a userdata containing a pointer to T object
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static int new_T(lua_State * L)
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{
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lua_remove(L, 1); // use classname:new(), instead of classname.new()
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T *obj = new T(L); // call constructor for T objects
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userdataType *ud = static_cast<userdataType*>(lua_newuserdata(L, sizeof(userdataType)));
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ud->pT = obj; // store pointer to object in userdata
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luaL_getmetatable(L, T::className); // lookup metatable in Lua registry
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lua_setmetatable(L, -2);
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return 1; // userdata containing pointer to T object
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}
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// garbage collection metamethod
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static int gc_T(lua_State *L)
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{
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userdataType *ud = static_cast<userdataType*>(lua_touserdata(L, 1));
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T *obj = ud->pT;
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delete obj; // call destructor for T objects
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return 0;
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}
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static int tostring_T (lua_State * L)
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{
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char buff[32];
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userdataType *ud = static_cast<userdataType*>(lua_touserdata(L, 1));
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T *obj = ud->pT;
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sprintf(buff, "%p", obj);
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lua_pushfstring(L, "%s (%s)", T::className, buff);
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return 1;
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}
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};
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@ -25,6 +25,10 @@
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#include "LuaBit.h"
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#include "LuaLuna.h"
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#include "LuaWindow.h"
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#include "LuaButton.h"
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#ifdef WIN
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#include <direct.h>
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#else
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@ -48,6 +52,7 @@ LuaScriptInterface::LuaScriptInterface(GameModel * m):
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luaL_openlibs(l);
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luaopen_bit(l);
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initInterfaceAPI();
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initRendererAPI();
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initElementsAPI();
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@ -251,10 +256,66 @@ tpt.partsdata = nil");
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lua_el_mode[i] = 0;
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}
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//Autorun
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luacon_eval("dofile(\"autorun.lua\")"); //Autorun lua script
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}
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void LuaScriptInterface::Init()
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{
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if(luacon_eval("dofile(\"autorun.lua\")"))
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{
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luacon_ci->Log(CommandInterface::LogError, luacon_geterror());
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}
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}
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void LuaScriptInterface::SetWindow(ui::Window * window)
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{
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Window = window;
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}
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//// Begin Interface API
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void LuaScriptInterface::initInterfaceAPI()
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{
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struct luaL_reg interfaceAPIMethods [] = {
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{"showWindow", interface_showWindow},
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{"closeWindow", interface_closeWindow},
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{"addComponent", interface_addComponent},
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{NULL, NULL}
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};
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luaL_register(l, "interface", interfaceAPIMethods);
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Luna<LuaWindow>::Register(l);
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Luna<LuaButton>::Register(l);
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}
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int LuaScriptInterface::interface_addComponent(lua_State * l)
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{
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void * luaComponent = NULL;
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ui::Component * component = NULL;
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if(luaComponent = luaL_checkudata(l, 1, "Button"))
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component = Luna<LuaButton>::get(luaComponent)->GetComponent();
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else
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luaL_typerror(l, 1, "Component");
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if(luacon_ci->Window && component)
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luacon_ci->Window->AddComponent(component);
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return 0;
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}
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int LuaScriptInterface::interface_showWindow(lua_State * l)
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{
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LuaWindow * window = Luna<LuaWindow>::check(l, 1);
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if(window && ui::Engine::Ref().GetWindow()!=window->GetWindow())
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ui::Engine::Ref().ShowWindow(window->GetWindow());
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return 0;
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}
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int LuaScriptInterface::interface_closeWindow(lua_State * l)
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{
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LuaWindow * window = Luna<LuaWindow>::check(l, 1);
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if(window && ui::Engine::Ref().GetWindow()==window->GetWindow())
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ui::Engine::Ref().CloseWindow();
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return 0;
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}
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//// Begin Renderer API
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void LuaScriptInterface::initRendererAPI()
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@ -18,6 +18,11 @@ extern "C"
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#include "CommandInterface.h"
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#include "simulation/Simulation.h"
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namespace ui
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{
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class Window;
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}
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//Because lua only has bindings for C, we're going to have to go outside "outside" the LuaScriptInterface, this means we can only have one instance :(
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#define LOCAL_LUA_DIR "Lua"
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@ -53,7 +58,14 @@ class LuaScriptInterface: public CommandInterface {
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static int elements_property(lua_State * l);
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static int elements_loadDefault(lua_State * l);
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static int elements_free(lua_State * l);
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//Interface
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void initInterfaceAPI();
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static int interface_showWindow(lua_State * l);
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static int interface_closeWindow(lua_State * l);
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static int interface_addComponent(lua_State * l);
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public:
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ui::Window * Window;
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lua_State *l;
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LuaScriptInterface(GameModel * m);
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virtual bool OnBrushChanged(int brushType, int rx, int ry);
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@ -64,6 +76,8 @@ public:
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virtual bool OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt);
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virtual bool OnKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt);
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virtual void OnTick();
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virtual void Init();
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virtual void SetWindow(ui::Window * window);
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virtual int Command(std::string command);
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virtual std::string FormatCommand(std::string command);
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virtual ~LuaScriptInterface();
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101
src/cat/LuaWindow.cpp
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101
src/cat/LuaWindow.cpp
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extern "C"
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{
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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}
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#include <iostream>
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#include "LuaWindow.h"
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#include "LuaButton.h"
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#include "interface/Button.h"
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#include "interface/Window.h"
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const char LuaWindow::className[] = "Window";
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#define method(class, name) {#name, &class::name}
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Luna<LuaWindow>::RegType LuaWindow::methods[] = {
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method(LuaWindow, position),
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method(LuaWindow, size),
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method(LuaWindow, addComponent),
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{0, 0}
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};
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LuaWindow::LuaWindow(lua_State * l)
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{
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this->l = l;
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int posX = luaL_optinteger(l, 1, 0);
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int posY = luaL_optinteger(l, 2, 0);
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int sizeX = luaL_optinteger(l, 3, 10);
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int sizeY = luaL_optinteger(l, 4, 10);
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class DrawnWindow : public ui::Window
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{
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public:
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DrawnWindow(ui::Point position, ui::Point size) : ui::Window(position, size) {}
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virtual void OnDraw()
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{
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Graphics * g = ui::Engine::Ref().g;
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g->clearrect(Position.X-2, Position.Y-2, Size.X+4, Size.Y+4);
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g->drawrect(Position.X, Position.Y, Size.X, Size.Y, 255, 255, 255, 255);
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}
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};
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window = new DrawnWindow(ui::Point(posX, posY), ui::Point(sizeX, sizeY));
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}
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int LuaWindow::addComponent(lua_State * l)
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{
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void * luaComponent = NULL;
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ui::Component * component = NULL;
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if(luaComponent = luaL_checkudata(l, 1, "Button"))
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component = Luna<LuaButton>::get(luaComponent)->GetComponent();
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else
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luaL_typerror(l, 1, "Component");
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if(component)
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window->AddComponent(component);
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return 0;
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}
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int LuaWindow::position(lua_State * l)
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{
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int args = lua_gettop(l);
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if(args)
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{
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luaL_checktype(l, 1, LUA_TNUMBER);
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luaL_checktype(l, 2, LUA_TNUMBER);
|
||||
window->Position = ui::Point(lua_tointeger(l, 1), lua_tointeger(l, 2));
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger(l, window->Position.X);
|
||||
lua_pushinteger(l, window->Position.Y);
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
|
||||
int LuaWindow::size(lua_State * l)
|
||||
{
|
||||
int args = lua_gettop(l);
|
||||
if(args)
|
||||
{
|
||||
luaL_checktype(l, 1, LUA_TNUMBER);
|
||||
luaL_checktype(l, 2, LUA_TNUMBER);
|
||||
window->Size = ui::Point(lua_tointeger(l, 1), lua_tointeger(l, 2));
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
lua_pushinteger(l, window->Size.X);
|
||||
lua_pushinteger(l, window->Size.Y);
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
|
||||
LuaWindow::~LuaWindow()
|
||||
{
|
||||
if(ui::Engine::Ref().GetWindow() == window)
|
||||
ui::Engine::Ref().CloseWindow();
|
||||
delete window;
|
||||
}
|
30
src/cat/LuaWindow.h
Normal file
30
src/cat/LuaWindow.h
Normal file
@ -0,0 +1,30 @@
|
||||
#pragma once
|
||||
|
||||
extern "C" {
|
||||
#include "lua.h"
|
||||
#include "lauxlib.h"
|
||||
#include "lualib.h"
|
||||
}
|
||||
|
||||
#include "LuaLuna.h"
|
||||
|
||||
namespace ui
|
||||
{
|
||||
class Window;
|
||||
}
|
||||
|
||||
class LuaWindow
|
||||
{
|
||||
ui::Window * window;
|
||||
lua_State * l;
|
||||
int position(lua_State * l);
|
||||
int size(lua_State * l);
|
||||
int addComponent(lua_State * l);
|
||||
public:
|
||||
static const char className[];
|
||||
static Luna<LuaWindow>::RegType methods[];
|
||||
|
||||
ui::Window * GetWindow() { return window; }
|
||||
LuaWindow(lua_State * l);
|
||||
~LuaWindow();
|
||||
};
|
@ -140,7 +140,8 @@ GameController::GameController():
|
||||
options(NULL),
|
||||
activePreview(NULL),
|
||||
localBrowser(NULL),
|
||||
HasDone(false)
|
||||
HasDone(false),
|
||||
firstTick(true)
|
||||
{
|
||||
gameView = new GameView();
|
||||
gameModel = new GameModel();
|
||||
@ -149,7 +150,7 @@ GameController::GameController():
|
||||
gameModel->AddObserver(gameView);
|
||||
|
||||
commandInterface = new LuaScriptInterface(gameModel);//new TPTScriptInterface();
|
||||
//commandInterface->AttachGameModel(gameModel);
|
||||
((LuaScriptInterface*)commandInterface)->SetWindow(gameView);
|
||||
|
||||
//sim = new Simulation();
|
||||
Client::Ref().AddListener(this);
|
||||
@ -658,6 +659,11 @@ bool GameController::KeyRelease(int key, Uint16 character, bool shift, bool ctrl
|
||||
|
||||
void GameController::Tick()
|
||||
{
|
||||
if(firstTick)
|
||||
{
|
||||
((LuaScriptInterface*)commandInterface)->Init();
|
||||
firstTick = false;
|
||||
}
|
||||
commandInterface->OnTick();
|
||||
}
|
||||
|
||||
|
@ -31,6 +31,7 @@ class GameController: public ClientListener
|
||||
{
|
||||
private:
|
||||
//Simulation * sim;
|
||||
bool firstTick;
|
||||
int screenshotIndex;
|
||||
PreviewController * activePreview;
|
||||
GameView * gameView;
|
||||
|
@ -53,6 +53,7 @@ public:
|
||||
ButtonAction * GetActionCallback() { return actionCallback; }
|
||||
void SetText(std::string buttonText);
|
||||
void SetIcon(Icon icon);
|
||||
inline std::string GetText() { return ButtonText; };
|
||||
protected:
|
||||
|
||||
std::string toolTip;
|
||||
|
Loading…
Reference in New Issue
Block a user