mirror of https://github.com/axmolengine/axmol.git
166 lines
5.6 KiB
C++
166 lines
5.6 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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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 __CC_LUA_STACK_H_
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#define __CC_LUA_STACK_H_
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extern "C" {
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#include "lua.h"
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}
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#include "cocos2d.h"
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#include "CCLuaValue.h"
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NS_CC_BEGIN
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class LuaStack : public Ref
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{
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public:
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static LuaStack *create(void);
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static LuaStack *attach(lua_State *L);
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virtual ~LuaStack();
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/**
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@brief Method used to get a pointer to the lua_State that the script module is attached to.
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@return A pointer to the lua_State that the script module is attached to.
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*/
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lua_State* getLuaState(void) {
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return _state;
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}
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/**
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@brief Add a path to find lua files in
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@param path to be added to the Lua path
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*/
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virtual void addSearchPath(const char* path);
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/**
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@brief Add lua loader, now it is used on android
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*/
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virtual void addLuaLoader(lua_CFunction func);
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/**
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@brief reload script code contained in the given string.
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@param moduleFileName String object holding the filename of the script file that is to be executed
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@return 0 if the string is excuted correctly.
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@return other if the string is excuted wrongly.
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*/
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virtual int reload(const char* moduleFileName);
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/**
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@brief Remove Object from lua state
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@param object The object to be removed.
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*/
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virtual void removeScriptObjectByObject(Ref* object);
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/**
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@brief Remove Lua function reference
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*/
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virtual void removeScriptHandler(int nHandler);
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/**
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@brief Remove Lua function reference
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*/
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virtual int reallocateScriptHandler(int nHandler);
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/**
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@brief Execute script code contained in the given string.
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@param codes holding the valid script code that should be executed.
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@return 0 if the string is excuted correctly.
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@return other if the string is excuted wrongly.
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*/
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virtual int executeString(const char* codes);
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/**
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@brief Execute a script file.
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@param filename String object holding the filename of the script file that is to be executed
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*/
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virtual int executeScriptFile(const char* filename);
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/**
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@brief Execute a scripted global function.
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@brief The function should not take any parameters and should return an integer.
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@param functionName String object holding the name of the function, in the global script environment, that is to be executed.
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@return The integer value returned from the script function.
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*/
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virtual int executeGlobalFunction(const char* functionName);
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virtual void clean(void);
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virtual void pushInt(int intValue);
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virtual void pushFloat(float floatValue);
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virtual void pushLong(long longValue);
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virtual void pushBoolean(bool boolValue);
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virtual void pushString(const char* stringValue);
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virtual void pushString(const char* stringValue, int length);
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virtual void pushNil(void);
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virtual void pushObject(Ref* objectValue, const char* typeName);
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virtual void pushLuaValue(const LuaValue& value);
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virtual void pushLuaValueDict(const LuaValueDict& dict);
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virtual void pushLuaValueArray(const LuaValueArray& array);
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virtual bool pushFunctionByHandler(int nHandler);
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virtual int executeFunction(int numArgs);
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virtual int executeFunctionByHandler(int nHandler, int numArgs);
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virtual int executeFunctionReturnArray(int handler,int numArgs,int numResults,__Array& resultArray);
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virtual int executeFunction(int handler, int numArgs, int numResults, const std::function<void(lua_State*,int)>& func);
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virtual bool handleAssert(const char *msg);
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virtual void setXXTEAKeyAndSign(const char *key, int keyLen, const char *sign, int signLen);
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virtual void cleanupXXTEAKeyAndSign();
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int luaLoadBuffer(lua_State *L, const char *chunk, int chunkSize, const char *chunkName);
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int loadChunksFromZIP(const char *zipFilePath);
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int luaLoadChunksFromZIP(lua_State *L);
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protected:
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LuaStack(void)
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: _state(nullptr)
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, _callFromLua(0)
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, _xxteaEnabled(false)
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, _xxteaKey(nullptr)
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, _xxteaKeyLen(0)
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, _xxteaSign(nullptr)
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, _xxteaSignLen(0)
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{
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}
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bool init(void);
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bool initWithLuaState(lua_State *L);
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lua_State *_state;
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int _callFromLua;
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bool _xxteaEnabled;
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char* _xxteaKey;
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int _xxteaKeyLen;
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char* _xxteaSign;
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int _xxteaSignLen;
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};
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NS_CC_END
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#endif // __CC_LUA_STACK_H_
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