/**************************************************************************** Copyright (c) 2011 cocos2d-x.org 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_STACK_H_ #define __CC_LUA_STACK_H_ extern "C" { #include "lua.h" } #include "ccTypes.h" #include "cocoa/CCObject.h" #include "CCLuaValue.h" NS_CC_BEGIN class CC_DLL CCLuaStack : public CCObject { public: static CCLuaStack *create(void); static CCLuaStack *attach(lua_State *L); /** @brief Method used to get a pointer to the lua_State that the script module is attached to. @return A pointer to the lua_State that the script module is attached to. */ lua_State* getLuaState(void) { return m_state; } /** @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 Remove CCObject from lua state @param object to remove */ virtual void removeScriptObjectByCCObject(CCObject* pObj); /** @brief Remove Lua function reference */ virtual void removeScriptHandler(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 void clean(void); virtual void pushInt(int intValue); virtual void pushFloat(float floatValue); virtual void pushBoolean(bool boolValue); virtual void pushString(const char* stringValue); virtual void pushString(const char* stringValue, int length); virtual void pushNil(void); virtual void pushCCObject(CCObject* objectValue, const char* typeName); virtual void pushCCLuaValue(const CCLuaValue& value); virtual void pushCCLuaValueDict(const CCLuaValueDict& dict); virtual void pushCCLuaValueArray(const CCLuaValueArray& array); virtual bool pushFunctionByHandler(int nHandler); virtual int executeFunction(int numArgs); virtual int executeFunctionByHandler(int nHandler, int numArgs); virtual bool executeAssert(bool cond, const char *msg); protected: CCLuaStack(void) : m_state(NULL) , m_callFromLua(0) { } bool init(void); bool initWithLuaState(lua_State *L); lua_State *m_state; int m_callFromLua; }; NS_CC_END #endif // __CC_LUA_STACK_H_