mirror of https://github.com/axmolengine/axmol.git
71 lines
2.6 KiB
C++
71 lines
2.6 KiB
C++
/****************************************************************************
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Copyright (c) 2011 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __LUA_ENGINE_H__
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#define __LUA_ENGINE_H__
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#include "CCScriptSupport.h"
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#include "cocos2d.h"
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#ifdef _WINDOWS
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#undef LUA_DLL
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#if defined(_USRDLL)
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#define LUA_DLL __declspec(dllexport)
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#else /* use a DLL library */
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#define LUA_DLL __declspec(dllimport)
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#endif
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#else
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#define LUA_DLL
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#endif // CC_PLATFORM_WIN32
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class LUA_DLL LuaEngine : public cocos2d::CCScriptEngineProtocol
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{
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public:
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// functions for excute touch event
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virtual bool executeTouchEvent(const char *pszFuncName, cocos2d::CCTouch *pTouch);
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virtual bool executeTouchesEvent(const char *pszFuncName, cocos2d::CCSet *pTouches);
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// functions for CCCallFuncX
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virtual bool executeCallFunc(const char *pszFuncName);
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virtual bool executeCallFuncN(const char *pszFuncName, cocos2d::CCNode *pNode);
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virtual bool executeCallFuncND(const char *pszFuncName, cocos2d::CCNode *pNode, void *pData);
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virtual bool executeCallFunc0(const char *pszFuncName, cocos2d::CCObject *pObject);
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// excute a script function without params
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virtual int executeFuction(const char *pszFuncName);
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// excute a script file
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virtual bool executeScriptFile(const char* pszFileName);
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// excute script from string
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virtual bool executeString(const char* pszCodes);
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// execute a schedule function
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virtual bool executeSchedule(const char* pszFuncName, cocos2d::ccTime t);
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};
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#endif // __LUA_ENGINE_H__
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