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