mirror of https://github.com/axmolengine/axmol.git
336 lines
12 KiB
C++
336 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axis-project.github.io/
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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 "scripting/lua-bindings/manual/CCLuaValue.h"
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/**
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* @addtogroup lua
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* @{
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*/
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NS_AX_BEGIN
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/**
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* LuaStack is used to manager the operation on the lua_State,eg., push data onto the lua_State, execute the function
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* depended on the lua_State. In the current mechanism, there is only one lua_State in one LuaStack object.
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*
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* @lua NA
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* @js NA
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*/
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class LuaStack : public Ref
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{
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public:
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/**
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* Create a LuaStack object, it will new a lua_State.
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*/
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static LuaStack* create();
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/**
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* Create a LuaStack object with the existed lua_State.
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*/
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static LuaStack* attach(lua_State* L);
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/** Destructor. */
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virtual ~LuaStack();
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/**
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* Method used to get a pointer to the lua_State that the script module is attached to.
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*
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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() { return _state; }
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/**
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* Add a path to find lua files in.
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*
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* @param path to be added to the Lua search path.
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*/
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virtual void addSearchPath(const char* path);
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/**
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* Add lua loader.
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*
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* @param func a function pointer point to the loader function.
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*/
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virtual void addLuaLoader(lua_CFunction func);
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/**
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* Reload script code corresponding to moduleFileName.
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* If value of package["loaded"][moduleFileName] is existed, it would set the value nil.Then,it calls executeString
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* function.
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*
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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 executed correctly or other if the string is executed wrongly.
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*/
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virtual int reload(const char* moduleFileName);
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/**
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* Remove the related reference about the Ref object stored in the Lua table by set the value of corresponding key
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* nil: The related Lua tables are toluafix_refid_ptr_mapping,toluafix_refid_type_mapping,tolua_value_root and
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* object_Metatable["tolua_ubox"] or tolua_ubox. Meanwhile set the corresponding userdata nullptr and remove the all
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* the lua function reference corresponding to this object.
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*
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* In current mechanism, this function is called in the destructor of Ref object, developer don't call this
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* functions.
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*
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* @param object the key object to remove script object.
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*/
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virtual void removeScriptObjectByObject(Ref* object);
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/**
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* Remove Lua function reference by nHandler by setting toluafix_refid_function_mapping[nHandle] nil.
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*
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* @param nHandler the function reference index to find the corresponding Lua function pointer.
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*/
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virtual void removeScriptHandler(int nHandler);
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/**
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* Reallocate Lua function reference index to the Lua function pointer to add reference.
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*
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* @param nHandler the function reference index to find the corresponding Lua function pointer.
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*/
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virtual int reallocateScriptHandler(int nHandler);
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/**
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* Execute script code contained in the given string.
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*
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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 executed correctly, other if the string is executed wrongly.
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*/
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virtual int executeString(const char* codes);
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/**
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* Execute a script file.
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*
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* @param filename String object holding the filename of the script file that is to be executed.
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* @return the return values by calling executeFunction.
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*/
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virtual int executeScriptFile(const char* filename);
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/**
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* Execute a scripted global function.
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* The function should not take any parameters and should return an integer.
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*
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* @param functionName String object holding the name of the function, in the global script environment, that is to
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* 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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/**
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* Set the stack top index 0.
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*/
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virtual void clean();
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/**
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* Pushes a integer number with value intValue onto the stack.
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*
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* @param intValue a integer number.
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*/
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virtual void pushInt(int intValue);
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/**
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* Pushes a float number with value floatValue onto the stack.
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*
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* @param floatValue a float number.
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*/
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virtual void pushFloat(float floatValue);
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/**
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* Pushes a long number with value longValue onto the stack.
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*
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* @param longValue a long number.
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*/
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virtual void pushLong(long longValue);
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/**
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* Pushes a bool value with boolValue onto the stack.
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*
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* @param boolValue a bool value.
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*/
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virtual void pushBoolean(bool boolValue);
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/**
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* Pushes the zero-terminated string pointed to by stringValue onto the stack.
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*
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* @param stringValue a pointer point to a zero-terminated string stringValue.
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*/
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virtual void pushString(std::string_view stringValue);
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/**
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* Pushes the string pointed to by stringValue with size length onto the stack.
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*
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* @param stringValue a pointer point to the string stringValue.
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* @param length the size.
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*/
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virtual void pushString(const char* stringValue, int length);
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/**
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* Pushes a nil value onto the stack.
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*/
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virtual void pushNil();
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/**
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* Pushes a Ref object onto the stack.
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*
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* @see toluafix_pushusertype_ccobject.
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*/
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virtual void pushObject(Ref* objectValue, const char* typeName);
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/**
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* According to the type of LuaValue, it would called the other push function in the internal.
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* type function
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* LuaValueTypeInt pushInt
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* LuaValueTypeFloat pushFloat
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* LuaValueTypeBoolean pushBoolean
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* LuaValueTypeString pushString
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* LuaValueTypeDict pushLuaValueDict
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* LuaValueTypeArray pushLuaValueArray
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* LuaValueTypeObject pushObject
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*
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* @param value a LuaValue object.
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*/
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virtual void pushLuaValue(const LuaValue& value);
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/**
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* Pushes a lua table onto the stack.
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* The key of table is the key of LuaValueDict which is std::map.
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* The value of table is according to the type of LuaValue of LuaValueDict by calling pushLuaValue,@see
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* pushLuaValue.
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*
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* @param dict a LuaValueDict object.
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*/
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virtual void pushLuaValueDict(const LuaValueDict& dict);
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/**
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* Pushes a lua array table onto the stack.
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* The index of array table is begin at 1.
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* The value of array table is according to the type of LuaValue of LuaValueDict by calling pushLuaValue,@see
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* pushLuaValue.
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*/
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virtual void pushLuaValueArray(const LuaValueArray& array);
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/**
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* Get the lua function pointer from toluafix_refid_function_mapping table by giving nHanlder.
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* If the lua function pointer corresponding to the nHanlder isn't found, it would push nil on the top index of
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* stack, then it would output the error log in the debug model.
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*
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* @return true if get the no-null function pointer otherwise false.
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*/
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virtual bool pushFunctionByHandler(int nHandler);
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/**
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* Execute the lua function on the -(numArgs + 1) index on the stack by the numArgs variables passed.
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*
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* @param numArgs the number of variables.
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* @return 0 if it happen the error or it hasn't return value, otherwise it return the value by calling the lua
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* function.
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*/
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virtual int executeFunction(int numArgs);
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/**
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* Execute the lua function corresponding to the nHandler by the numArgs variables passed.
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*
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* @param nHandler the index count corresponding to the lua function.
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* @param numArgs the number of variables.
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* @return the return value is the same as executeFunction,please @see executeFunction.
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*/
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virtual int executeFunctionByHandler(int nHandler, int numArgs);
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/**
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* Execute the lua function corresponding to the handler by the numArgs variables passed.
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* By calling this function, the number of return value is numResults(may be > 1).
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* All the return values are used in the callback func.
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*
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* @param handler the index count corresponding to the lua function.
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* @param numArgs the number of variables.
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* @param numResults the number of return value.
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* @param func callback function which is called if the numResults > 0.
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* @return 0 if it happen error or it hasn't return value, otherwise return 1.
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*/
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virtual int executeFunction(int handler,
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int numArgs,
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int numResults,
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const std::function<void(lua_State*, int)>& func);
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/**
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* Handle the assert message.
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*
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* @return return true if current _callFromLua of LuaStack is not equal to 0 otherwise return false.
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*/
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virtual bool handleAssert(const char* msg);
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/**
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* Loads a buffer as a Lua chunk.This function uses lua_load to load the Lua chunk in the buffer pointed to by chunk
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* with size chunkSize. If it supports xxtea encryption algorithm, the chunk and the chunkSize would be processed by
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* calling xxtea_decrypt to the real buffer and buffer size.
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*
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* @param L the current lua_State.
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* @param chunk the buffer pointer.
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* @param chunkSize the size of buffer.
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* @param chunkName the name of chunk pointer.
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* @return 0, LUA_ERRSYNTAX or LUA_ERRMEM:.
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*/
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int luaLoadBuffer(lua_State* L, const char* chunk, int chunkSize, const char* chunkName);
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/**
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* Load the Lua chunks from the zip file
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*
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* @param zipFilePath file path to zip file.
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* @return 1 if load successfully otherwise 0.
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*/
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int loadChunksFromZIP(const char* zipFilePath);
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/**
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* Load the Lua chunks from current lua_State.
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*
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* @param L the current lua_State.
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* @return 1 if load successfully otherwise 0.
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*/
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int luaLoadChunksFromZIP(lua_State* L);
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protected:
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LuaStack() : _state(nullptr), _callFromLua(0) {}
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bool init();
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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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};
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NS_AX_END
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// end group
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/// @}
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#endif // __CC_LUA_STACK_H_
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