Implement retrieval of element properties

This commit is contained in:
Simon Robertshaw 2012-08-29 22:04:07 +01:00
parent 3e78f64da8
commit 58dc2559aa
5 changed files with 119 additions and 5 deletions

View File

@ -409,6 +409,7 @@ void LuaScriptInterface::initElementsAPI()
//Methods
struct luaL_reg elementsAPIMethods [] = {
{"allocate", elements_allocate},
{"element", elements_element},
{"free", elements_free},
{NULL, NULL}
};
@ -501,6 +502,66 @@ int LuaScriptInterface::elements_allocate(lua_State * l)
return 1;
}
int LuaScriptInterface::elements_element(lua_State * l)
{
int args = lua_gettop(l);
int id;
luaL_checktype(l, 1, LUA_TNUMBER);
id = lua_tointeger(l, 1);
if(id < 0 || id >= PT_NUM || !luacon_sim->elements[id].Enabled)
return luaL_error(l, "Invalid element");
if(args > 1)
{
//Write values from fields in the table
return 0;
}
else
{
std::vector<StructProperty> properties = Element::GetProperties();
//Write values from native data to a table
lua_newtable(l);
for(std::vector<StructProperty>::iterator iter = properties.begin(), end = properties.end(); iter != end; ++iter)
{
intptr_t offset = (*iter).Offset;
switch((*iter).Type)
{
case StructProperty::ParticleType:
case StructProperty::Integer:
lua_pushinteger(l, *((int*)(((unsigned char*)&luacon_sim->elements[id])+offset)));
break;
case StructProperty::UInteger:
lua_pushinteger(l, *((unsigned int*)(((unsigned char*)&luacon_sim->elements[id])+offset)));
break;
case StructProperty::Float:
lua_pushnumber(l, *((float*)(((unsigned char*)&luacon_sim->elements[id])+offset)));
break;
case StructProperty::Char:
lua_pushinteger(l, *((char*)(((unsigned char*)&luacon_sim->elements[id])+offset)));
break;
case StructProperty::UChar:
lua_pushinteger(l, *((unsigned char*)(((unsigned char*)&luacon_sim->elements[id])+offset)));
break;
case StructProperty::String:
lua_pushstring(l, *((char**)(((unsigned char*)&luacon_sim->elements[id])+offset)));
break;
case StructProperty::Colour:
#if PIXELSIZE == 4
lua_pushinteger(l, *((unsigned int*)(((unsigned char*)&luacon_sim->elements[id])+offset)));
#else
lua_pushinteger(l, *((unsigned short*)(((unsigned char*)&luacon_sim->elements[id])+offset)));
#endif
break;
default:
lua_pushnil(l);
}
lua_setfield(l, -2, (*iter).Name.c_str());
}
return 1;
}
}
int LuaScriptInterface::elements_free(lua_State * l)
{
int id;
@ -1417,10 +1478,19 @@ int luatpt_setconsole(lua_State* l)
int luatpt_log(lua_State* l)
{
if((*luacon_currentCommand) && !(*luacon_lastError).length())
(*luacon_lastError) = luaL_optstring(l, 1, "");
else
luacon_ci->Log(CommandInterface::LogNotice, luaL_optstring(l, 1, ""));
int args = lua_gettop(l);
for(int i = 1; i <= args; i++)
{
if((*luacon_currentCommand))
{
if(!(*luacon_lastError).length())
(*luacon_lastError) = luaL_optstring(l, i, "");
else
(*luacon_lastError) += ", " + std::string(luaL_optstring(l, i, ""));
}
else
luacon_ci->Log(CommandInterface::LogNotice, luaL_optstring(l, i, ""));
}
return 0;
}

View File

@ -49,6 +49,7 @@ class LuaScriptInterface: public CommandInterface {
//Elements
void initElementsAPI();
static int elements_allocate(lua_State * l);
static int elements_element(lua_State * l);
static int elements_free(lua_State * l);
public:
lua_State *l;

View File

@ -13,7 +13,7 @@
struct StructProperty
{
enum PropertyType { ParticleType, Colour, Integer, UInteger, Float, String };
enum PropertyType { ParticleType, Colour, Integer, UInteger, Float, String, Char, UChar };
std::string Name;
PropertyType Type;
intptr_t Offset;

View File

@ -1,4 +1,5 @@
#include "simulation/Elements.h"
#include "simulation/StructProperty.h"
Element::Element():
Identifier("DEFAULT_INVALID"),
@ -47,6 +48,43 @@ Element::Element():
{
}
std::vector<StructProperty> Element::GetProperties()
{
std::vector<StructProperty> properties;
properties.push_back(StructProperty("Name", StructProperty::String, offsetof(Element, Name)));
properties.push_back(StructProperty("Colour", StructProperty::Colour, offsetof(Element, Colour)));
properties.push_back(StructProperty("MenuVisible", StructProperty::Integer, offsetof(Element, MenuVisible)));
properties.push_back(StructProperty("MenuSection", StructProperty::Integer, offsetof(Element, MenuSection)));
properties.push_back(StructProperty("Advection", StructProperty::Float, offsetof(Element, Advection)));
properties.push_back(StructProperty("AirDrag", StructProperty::Float, offsetof(Element, AirDrag)));
properties.push_back(StructProperty("AirLoss", StructProperty::Float, offsetof(Element, AirLoss)));
properties.push_back(StructProperty("Loss", StructProperty::Float, offsetof(Element, Loss)));
properties.push_back(StructProperty("Collision", StructProperty::Float, offsetof(Element, Collision)));
properties.push_back(StructProperty("Gravity", StructProperty::Float, offsetof(Element, Gravity)));
properties.push_back(StructProperty("Diffusion", StructProperty::Float, offsetof(Element, Diffusion)));
properties.push_back(StructProperty("HotAir", StructProperty::Float, offsetof(Element, HotAir)));
properties.push_back(StructProperty("Falldown", StructProperty::Integer, offsetof(Element, Falldown)));
properties.push_back(StructProperty("Flammable", StructProperty::Integer, offsetof(Element, Flammable)));
properties.push_back(StructProperty("Explosive", StructProperty::Integer, offsetof(Element, Explosive)));
properties.push_back(StructProperty("Meltable", StructProperty::Integer, offsetof(Element, Meltable)));
properties.push_back(StructProperty("Hardness", StructProperty::Integer, offsetof(Element, Hardness)));
properties.push_back(StructProperty("Weight", StructProperty::Integer, offsetof(Element, Weight)));
properties.push_back(StructProperty("Temperature", StructProperty::Float, offsetof(Element, Temperature)));
properties.push_back(StructProperty("HeatConduct", StructProperty::UChar, offsetof(Element, HeatConduct)));
properties.push_back(StructProperty("Description", StructProperty::String, offsetof(Element, Description)));
properties.push_back(StructProperty("State", StructProperty::Char, offsetof(Element, State)));
properties.push_back(StructProperty("Properties", StructProperty::Integer, offsetof(Element, Properties)));
properties.push_back(StructProperty("LowPressure", StructProperty::Float, offsetof(Element, LowPressure)));
properties.push_back(StructProperty("LowPressureTransition", StructProperty::Integer, offsetof(Element, LowPressureTransition)));
properties.push_back(StructProperty("HighPressure", StructProperty::Float, offsetof(Element, HighPressure)));
properties.push_back(StructProperty("HighPressureTransition", StructProperty::Integer, offsetof(Element, HighPressureTransition)));
properties.push_back(StructProperty("LowTemperature", StructProperty::Float, offsetof(Element, LowTemperature)));
properties.push_back(StructProperty("LowTemperatureTransition", StructProperty::Integer, offsetof(Element, LowTemperatureTransition)));
properties.push_back(StructProperty("HighTemperature", StructProperty::Float, offsetof(Element, HighTemperature)));
properties.push_back(StructProperty("HighTemperatureTransition", StructProperty::Integer, offsetof(Element, HighTemperatureTransition)));
return properties;
}
int Element::legacyUpdate(UPDATE_FUNC_ARGS) {
int r, rx, ry, rt;
int t = parts[i].type;

View File

@ -4,6 +4,7 @@
#include "simulation/Simulation.h"
#include "graphics/Renderer.h"
#include "simulation/Elements.h"
#include "simulation/StructProperty.h"
class Simulation;
class Renderer;
@ -53,6 +54,10 @@ public:
virtual ~Element() {}
static int defaultGraphics(GRAPHICS_FUNC_ARGS);
static int legacyUpdate(UPDATE_FUNC_ARGS);
/** Returns a list of properties, their type and offset within the structure that can be changed
by higher-level processes refering to them by name such as Lua or the property tool **/
static std::vector<StructProperty> GetProperties();
};
#endif