mirror of https://github.com/axmolengine/axmol.git
167 lines
6.4 KiB
C++
167 lines
6.4 KiB
C++
/****************************************************************************
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Copyright (c) 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_ENGINE_H__
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#define __CC_LUA_ENGINE_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 "base/CCScriptSupport.h"
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#include "CCLuaStack.h"
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#include "CCLuaValue.h"
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#include "LuaScriptHandlerMgr.h"
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NS_CC_BEGIN
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// Lua support for cocos2d-x
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class LuaEngine : public ScriptEngineProtocol
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{
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public:
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static LuaEngine* getInstance(void);
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CC_DEPRECATED_ATTRIBUTE static LuaEngine* defaultEngine(void) { return LuaEngine::getInstance(); }
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virtual ~LuaEngine(void);
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virtual ccScriptType getScriptType() {
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return kScriptTypeLua;
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};
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LuaStack *getLuaStack(void) {
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return _stack;
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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 to remove
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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 Reallocate 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 int executeNodeEvent(Node* pNode, int nAction);
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virtual int executeMenuItemEvent(MenuItem* pMenuItem);
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virtual int executeNotificationEvent(__NotificationCenter* pNotificationCenter, const char* pszName);
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virtual int executeCallFuncActionEvent(CallFunc* pAction, Ref* pTarget = NULL);
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virtual int executeSchedule(int nHandler, float dt, Node* pNode = NULL);
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virtual int executeLayerTouchesEvent(Layer* pLayer, int eventType, __Set *pTouches);
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virtual int executeLayerTouchEvent(Layer* pLayer, int eventType, Touch *pTouch);
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virtual int executeLayerKeypadEvent(Layer* pLayer, int eventType);
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/** execute a accelerometer event */
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virtual int executeAccelerometerEvent(Layer* pLayer, Acceleration* pAccelerationValue);
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virtual int executeEvent(int nHandler, const char* pEventName, Ref* pEventSource = NULL, const char* pEventSourceClassName = NULL);
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virtual bool handleAssert(const char *msg);
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virtual bool parseConfig(ConfigType type, const std::string& str) override;
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virtual int sendEvent(ScriptEvent* message) override;
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virtual int handleEvent(ScriptHandlerMgr::HandlerType type,void* data);
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virtual int handleEvent(ScriptHandlerMgr::HandlerType type, void* data, int numResults, const std::function<void(lua_State*,int)>& func);
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private:
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LuaEngine(void)
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: _stack(nullptr)
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{
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}
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bool init(void);
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int handleNodeEvent(void* data);
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int handleMenuClickedEvent(void* data);
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int handleCallFuncActionEvent(void* data);
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int handleScheduler(void* data);
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int handleKeypadEvent(void* data);
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int handleAccelerometerEvent(void* data);
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int handleCommonEvent(void* data);
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int handleTouchEvent(void* data);
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int handleTouchesEvent(void* data);
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int handlerControlEvent(void* data);
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int handleEvenCustom(void* data);
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int handleAssetsManagerEvent(ScriptHandlerMgr::HandlerType type,void* data);
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int handleTableViewEvent(ScriptHandlerMgr::HandlerType type,void* data);
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int handleTableViewEvent(ScriptHandlerMgr::HandlerType type,void* data, int numResults, const std::function<void(lua_State*,int)>& func);
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int handleArmatureWrapper(ScriptHandlerMgr::HandlerType type,void* data);
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int handleEventAcc(void* data);
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int handleEventKeyboard(ScriptHandlerMgr::HandlerType type,void* data);
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int handleEventTouch(ScriptHandlerMgr::HandlerType type, void* data);
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int handleEventTouches(ScriptHandlerMgr::HandlerType type, void* data);
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int handleEventMouse(ScriptHandlerMgr::HandlerType type, void* data);
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private:
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static LuaEngine* _defaultEngine;
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LuaStack *_stack;
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};
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NS_CC_END
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#endif // __CC_LUA_ENGINE_H__
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