mirror of https://github.com/axmolengine/axmol.git
137 lines
4.6 KiB
C++
137 lines
4.6 KiB
C++
/****************************************************************************
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Copyright (c) 2011 cocos2d-x.org
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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 "ccTypes.h"
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#include "CCObject.h"
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#include "CCTouch.h"
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#include "CCSet.h"
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#include "CCNode.h"
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#include "CCScriptSupport.h"
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NS_CC_BEGIN
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// Lua support for cocos2d-x
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class CCLuaEngine : public CCScriptEngineProtocol
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{
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public:
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~CCLuaEngine();
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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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virtual lua_State* getLuaState(void) {
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return m_state;
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}
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/**
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@brief Remove CCObject from lua state
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@param object to remove
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*/
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virtual void removeCCObjectByID(int nLuaID);
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/**
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@brief Remove Lua function reference
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*/
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virtual void removeLuaHandler(int nHandler);
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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 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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/**
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@brief Execute a function by ref id
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@param The function ref id
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@param Number of parameters
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@return The integer value returned from the script function.
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*/
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virtual int executeFunctionByHandler(int nHandler, int numArgs = 0);
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virtual int executeFunctionWithIntegerData(int nHandler, int data);
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virtual int executeFunctionWithFloatData(int nHandler, float data);
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virtual int executeFunctionWithBooleanData(int nHandler, bool data);
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virtual int executeFunctionWithCCObject(int nHandler, CCObject* pObject, const char* typeName);
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virtual int pushIntegerToLuaStack(int data);
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virtual int pushFloatToLuaStack(int data);
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virtual int pushBooleanToLuaStack(int data);
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virtual int pushCCObjectToLuaStack(CCObject* pObject, const char* typeName);
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// functions for excute touch event
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virtual int executeTouchEvent(int nHandler, int eventType, cocos2d::CCTouch *pTouch);
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virtual int executeTouchesEvent(int nHandler, int eventType, cocos2d::CCSet *pTouches);
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// execute a schedule function
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virtual int executeSchedule(int nHandler, cocos2d::ccTime dt);
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// Add lua loader, now it is used on android
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virtual void addLuaLoader(lua_CFunction func);
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static CCLuaEngine* engine();
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private:
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CCLuaEngine(void)
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: m_state(NULL)
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{
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}
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bool init(void);
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bool pushFunctionByHandler(int nHandler);
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lua_State* m_state;
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};
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NS_CC_END
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#endif // __CC_LUA_ENGINE_H__
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