#ifndef _CCLUASRCIPT_H #define _CCLUASRCIPT_H #include "ccConfig.h" #if CC_ENABLE_LUA #include "CCCommon.h" #include "CCObject.h" #include #include "ccTypes.h" // include Lua extern "C" { #include "lua.h" } namespace cocos2d { class CCEvent; class CCNode; class CCObject; class CC_DLL CCLuaScriptModule : public CCObject { public: /************************************************************************* Construction and Destruction *************************************************************************/ /*! \brief Constructor for LuaScriptModule class which create a lua_State */ CCLuaScriptModule(); /*! \brief Constructor for LuaScriptModule class which takes a lua_State \param state Pointer to the lua_State that the script module should attach to. */ CCLuaScriptModule(lua_State* state); /*! \brief Destructor for LuaScriptModule class. */ virtual ~CCLuaScriptModule(); /************************************************************************* Script Execution Functions *************************************************************************/ /*! \brief Execute a script file. \param filename String object holding the filename of the script file that is to be executed */ void executeScriptFile(const std::string& filename); /*! \brief Execute a scripted global function. The function should not take any parameters and should return an integer. \param function_name 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. */ int executeScriptGlobal(const std::string& function_name); /*! \brief Execute a scripted global 'event handler' function. The function should take some kind of EventArgs like parameter that the concrete implementation of this function can create from the passed EventArgs based object. The function should not return anything. \param handler_name String object holding the name of the scripted handler function. \param e EventArgs based object that should be passed, by any appropriate means, to the scripted function. \return - true if the event was handled. - false if the event was not handled. */ bool executeSchedule(const std::string& handler_name, ccTime cc); bool executeCallFunc(const std::string& handler_name); bool executeCallFuncN(const std::string& handler_name, CCNode* pNode); bool executeCallFuncND(const std::string& handler_name, CCNode* pNode, void*pData); bool executeMenuHandler(const std::string& handler_name, CCObject* pobj); bool executeEventHandler(const std::string& handler_name, CCEvent* pEvent); bool executeTouchesEvent(const std::string& handler_name, CCSet *pobj); bool executeTouch(const std::string& handler_name, CCTouch *pobj); bool executeListItem(const std::string& handler_name, int index, CCObject* pobj); /*! \brief Execute script code contained in the given CEGUI::String object. \param str String object holding the valid script code that should be executed. \return Nothing. */ void executeString(const std::string& str); /************************************************************************* Bindings creation / destruction *************************************************************************/ /*! \brief Method called during system initialisation, prior to running any scripts via the ScriptModule, to enable the ScriptModule to perform any operations required to complete initialisation or binding of the script language to the gui system objects. \return Nothing. */ void createBindings(void); /*! \brief Method called during system destruction, after all scripts have been run via the ScriptModule, to enable the ScriptModule to perform any operations required to cleanup bindings of the script language to the gui system objects, as set-up in the earlier createBindings call. \return Nothing. */ void destroyBindings(void); /************************************************************************* Accessor type functions *************************************************************************/ /*! \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) const {return d_state;} static CCLuaScriptModule* sharedLuaScriptModule(void); static void purgeSharedLuaScriptModule(); private: static CCLuaScriptModule* s_luaScriptModule; /************************************************************************* Implementation Data *************************************************************************/ bool d_ownsState; //!< true when the attached lua_State was created by this script module lua_State* d_state; //!< The lua_State that this script module uses. }; } // namespace cocos2d #endif //CC_ENABLE_LUA #endif // end of guard _CCLUASRCIPT_H