axmol/cocos/scripting/lua-bindings/manual/CCLuaEngine.h

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/****************************************************************************
Copyright (c) 2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CC_LUA_ENGINE_H__
#define __CC_LUA_ENGINE_H__
extern "C" {
#include "lua.h"
}
#include "cocos2d.h"
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "base/CCScriptSupport.h"
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#include "CCLuaStack.h"
#include "CCLuaValue.h"
#include "LuaScriptHandlerMgr.h"
NS_CC_BEGIN
// Lua support for cocos2d-x
class LuaEngine : public ScriptEngineProtocol
{
public:
static LuaEngine* getInstance(void);
CC_DEPRECATED_ATTRIBUTE static LuaEngine* defaultEngine(void) { return LuaEngine::getInstance(); }
virtual ~LuaEngine(void);
virtual ccScriptType getScriptType() {
return kScriptTypeLua;
};
LuaStack *getLuaStack(void) {
return _stack;
}
/**
@brief Add a path to find lua files in
@param path to be added to the Lua path
*/
virtual void addSearchPath(const char* path);
/**
@brief Add lua loader, now it is used on android
*/
virtual void addLuaLoader(lua_CFunction func);
/**
@brief reload script code contained in the given string.
@param moduleFileName String object holding the filename of the script file that is to be executed
@return 0 if the string is excuted correctly.
@return other if the string is excuted wrongly.
*/
virtual int reload(const char* moduleFileName);
/**
@brief Remove Object from lua state
@param object to remove
*/
virtual void removeScriptObjectByObject(Ref* object);
/**
@brief Remove Lua function reference
*/
virtual void removeScriptHandler(int nHandler);
/**
@brief Reallocate Lua function reference
*/
virtual int reallocateScriptHandler(int nHandler);
/**
@brief Execute script code contained in the given string.
@param codes holding the valid script code that should be executed.
@return 0 if the string is excuted correctly.
@return other if the string is excuted wrongly.
*/
virtual int executeString(const char* codes);
/**
@brief Execute a script file.
@param filename String object holding the filename of the script file that is to be executed
*/
virtual int executeScriptFile(const char* filename);
/**
@brief Execute a scripted global function.
@brief The function should not take any parameters and should return an integer.
@param functionName String object holding the name of the function, in the global script environment, that is to be executed.
@return The integer value returned from the script function.
*/
virtual int executeGlobalFunction(const char* functionName);
virtual int executeNodeEvent(Node* pNode, int nAction);
virtual int executeMenuItemEvent(MenuItem* pMenuItem);
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virtual int executeNotificationEvent(__NotificationCenter* pNotificationCenter, const char* pszName);
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virtual int executeCallFuncActionEvent(CallFunc* pAction, Ref* pTarget = NULL);
virtual int executeSchedule(int nHandler, float dt, Node* pNode = NULL);
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virtual int executeLayerTouchesEvent(Layer* pLayer, int eventType, __Set *pTouches);
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virtual int executeLayerTouchEvent(Layer* pLayer, int eventType, Touch *pTouch);
virtual int executeLayerKeypadEvent(Layer* pLayer, int eventType);
/** execute a accelerometer event */
virtual int executeAccelerometerEvent(Layer* pLayer, Acceleration* pAccelerationValue);
virtual int executeEvent(int nHandler, const char* pEventName, Ref* pEventSource = NULL, const char* pEventSourceClassName = NULL);
virtual bool handleAssert(const char *msg);
virtual bool parseConfig(ConfigType type, const std::string& str) override;
virtual int sendEvent(ScriptEvent* message) override;
virtual int handleEvent(ScriptHandlerMgr::HandlerType type,void* data);
virtual int handleEvent(ScriptHandlerMgr::HandlerType type, void* data, int numResults, const std::function<void(lua_State*,int)>& func);
private:
LuaEngine(void)
: _stack(nullptr)
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{
}
bool init(void);
int handleNodeEvent(void* data);
int handleMenuClickedEvent(void* data);
int handleCallFuncActionEvent(void* data);
int handleScheduler(void* data);
int handleKeypadEvent(void* data);
int handleAccelerometerEvent(void* data);
int handleCommonEvent(void* data);
int handleTouchEvent(void* data);
int handleTouchesEvent(void* data);
int handlerControlEvent(void* data);
int handleEvenCustom(void* data);
int handleAssetsManagerEvent(ScriptHandlerMgr::HandlerType type,void* data);
int handleTableViewEvent(ScriptHandlerMgr::HandlerType type,void* data);
int handleTableViewEvent(ScriptHandlerMgr::HandlerType type,void* data, int numResults, const std::function<void(lua_State*,int)>& func);
int handleStudioEventListener(ScriptHandlerMgr::HandlerType type,void* data);
int handleArmatureWrapper(ScriptHandlerMgr::HandlerType type,void* data);
int handleEventAcc(void* data);
int handleEventKeyboard(ScriptHandlerMgr::HandlerType type,void* data);
int handleEventTouch(ScriptHandlerMgr::HandlerType type, void* data);
int handleEventTouches(ScriptHandlerMgr::HandlerType type, void* data);
int handleEventMouse(ScriptHandlerMgr::HandlerType type, void* data);
private:
static LuaEngine* _defaultEngine;
LuaStack *_stack;
};
NS_CC_END
#endif // __CC_LUA_ENGINE_H__