117 lines
3.2 KiB
C++
117 lines
3.2 KiB
C++
/*
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* LuaScriptInterface.h
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*
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* Created on: Feb 11, 2012
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* Author: Simon
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*/
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#ifndef LUASCRIPTINTERFACE_H_
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#define LUASCRIPTINTERFACE_H_
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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 "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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namespace pim
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{
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class VirtualMachine;
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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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#define LUACON_MDOWN 1
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#define LUACON_MUP 2
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#define LUACON_MPRESS 3
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#define LUACON_KDOWN 1
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#define LUACON_KUP 2
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//Bitmasks for things that might need recalculating after changes to tpt.el
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#define LUACON_EL_MODIFIED_CANMOVE 0x1
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#define LUACON_EL_MODIFIED_GRAPHICS 0x2
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#define LUACON_EL_MODIFIED_MENUS 0x4
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class TPTScriptInterface;
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class LuaScriptInterface: public CommandInterface
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{
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int luacon_mousex, luacon_mousey, luacon_selectedl, luacon_selectedr, luacon_mousebutton, luacon_brushx, luacon_brushy;
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bool luacon_mousedown;
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bool currentCommand;
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TPTScriptInterface * legacy;
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//Simulation
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void initSimulationAPI();
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static int simulation_partNeighbours(lua_State * l);
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static int simulation_partChangeType(lua_State * l);
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static int simulation_partCreate(lua_State * l);
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static int simulation_partKill(lua_State * l);
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//Renderer
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void initRendererAPI();
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static int renderer_renderModes(lua_State * l);
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static int renderer_displayModes(lua_State * l);
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static int renderer_colourMode(lua_State * l);
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//Elements
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static pim::VirtualMachine * updateVirtualMachines[PT_NUM];
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static int updateVM(UPDATE_FUNC_ARGS);
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//
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void initElementsAPI();
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static int elements_allocate(lua_State * l);
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static int elements_element(lua_State * l);
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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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//VM
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void initVirtualMachineAPI();
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static int virtualMachine_loadProgram(lua_State * l);
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void initGraphicsAPI();
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static int graphics_textSize(lua_State * l);
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static int graphics_drawText(lua_State * l);
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static int graphics_drawLine(lua_State * l);
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static int graphics_drawRect(lua_State * l);
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static int graphics_fillRect(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(GameController * c, GameModel * m);
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virtual bool OnBrushChanged(int brushType, int rx, int ry);
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virtual bool OnMouseMove(int x, int y, int dx, int dy);
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virtual bool OnMouseDown(int x, int y, unsigned button);
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virtual bool OnMouseUp(int x, int y, unsigned button);
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virtual bool OnMouseWheel(int x, int y, int d);
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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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};
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#endif /* LUASCRIPTINTERFACE_H_ */
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