axmol/extensions/scripting/lua-bindings/manual/ComponentLua.h

80 lines
2.5 KiB
C++

/****************************************************************************
Copyright (c) 2015-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
https://axmolengine.github.io/
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.
****************************************************************************/
#pragma once
#include <string>
#include <unordered_map>
#include "2d/Component.h"
NS_AX_BEGIN
class ComponentLua : public Component
{
public:
static ComponentLua* create(std::string_view scriptFileName);
ComponentLua(std::string_view scriptFileName);
/**
* This function is used to be invoked from lua side to get the corresponding script object of this component.
*/
void* getScriptObject() const;
virtual void update(float dt);
virtual void onEnter();
virtual void onExit();
private:
~ComponentLua();
void getScriptObjectInternal() const;
bool loadAndExecuteScript();
void getUserData();
void storeLuaTable();
bool getLuaFunction(std::string_view functionName);
void removeLuaTable();
static void initClass();
private:
// Script file path
std::string _scriptFileName;
bool _succeedLoadingScript;
// a table returned from lua
const void* _table;
// string value of index
std::string _strIndex;
// the index used to get lua table, it is unique for every component
static int _index;
static const std::string ON_ENTER;
static const std::string ON_EXIT;
static const std::string UPDATE;
};
NS_AX_END