Add Lua scripting context
This commit is contained in:
parent
80eccfbdb2
commit
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5 changed files with 123 additions and 5 deletions
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@ -4,6 +4,7 @@ project(RPGEDIT CXX)
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find_package(PkgConfig REQUIRED)
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find_package(PkgConfig REQUIRED)
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pkg_check_modules(SDL2 REQUIRED sdl2 SDL2_image)
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pkg_check_modules(SDL2 REQUIRED sdl2 SDL2_image)
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pkg_check_modules(LUA REQUIRED lua>=5.2)
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add_subdirectory(src)
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add_subdirectory(src)
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14
resources/script/test.lua
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14
resources/script/test.lua
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@ -0,0 +1,14 @@
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function print_table(foo, bar)
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for k, v in pairs(foo) do
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print(bar .. k, v)
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if type(v) == 'table' and bar .. k ~= '_G' then
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print_table(v, bar .. k .. '.')
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end
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end
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end
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print_table(_G, '')
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print(getmetatable('').__index)
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print(string)
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@ -1,5 +1,5 @@
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include_directories(${SDL2_INCLUDE_DIRS})
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include_directories(${SDL2_INCLUDE_DIRS} ${LUA_INCLUDE_DIRS})
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link_directories(${SDL2_LIBRARY_DIRS})
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link_directories(${SDL2_LIBRARY_DIRS} ${LUA_LIBRARY_DIRS})
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add_executable(rpgedit
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add_executable(rpgedit
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rpgedit.cpp
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rpgedit.cpp
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@ -9,6 +9,6 @@ add_executable(rpgedit
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view/MapView.cpp
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view/MapView.cpp
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view/SpriteCache.cpp
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view/SpriteCache.cpp
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)
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)
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set_target_properties(rpgedit PROPERTIES COMPILE_FLAGS "-std=c++11 -Wall ${SDL2_CFLAGS_OTHER}")
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set_target_properties(rpgedit PROPERTIES COMPILE_FLAGS "-std=c++11 -Wall ${SDL2_CFLAGS_OTHER} ${LUA_CFLAGS_OTHER}")
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set_target_properties(rpgedit PROPERTIES LINK_FLAGS "${SDL2_LDFLAGS_OTHER}")
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set_target_properties(rpgedit PROPERTIES LINK_FLAGS "${SDL2_LDFLAGS_OTHER} ${LUA_LDFLAGS_OTHER}")
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target_link_libraries(rpgedit ${SDL2_LIBRARIES})
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target_link_libraries(rpgedit ${SDL2_LIBRARIES} ${LUA_LIBRARIES})
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@ -26,6 +26,7 @@
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#include "RPGEdit.hpp"
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#include "RPGEdit.hpp"
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#include "MapContext.hpp"
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#include "MapContext.hpp"
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#include "ScriptContext.hpp"
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#include "../view/MapView.hpp"
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#include "../view/MapView.hpp"
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102
src/control/ScriptContext.hpp
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102
src/control/ScriptContext.hpp
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@ -0,0 +1,102 @@
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/*
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Copyright (c) 2014, Matthias Schiffer <mschiffer@universe-factory.net>
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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extern "C" {
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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}
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#include <memory>
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#include <string>
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namespace RPGEdit {
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namespace Control {
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class ScriptContext {
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private:
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lua_State *L;
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public:
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ScriptContext(const ScriptContext &other) = delete;
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ScriptContext(ScriptContext &&other) = delete;
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ScriptContext & operator=(const ScriptContext &other) = delete;
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ScriptContext & operator=(ScriptContext &&other) = delete;
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ScriptContext() {
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const std::pair<const char *, lua_CFunction> libs[] = {
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{"_G", luaopen_base},
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{"bit32", luaopen_bit32},
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{"math", luaopen_math},
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{"string", luaopen_string},
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{"table", luaopen_table},
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};
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L = luaL_newstate();
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for (auto &lib : libs) {
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luaL_requiref(L, lib.first, lib.second, 1);
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lua_pop(L, 1);
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}
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for (const char *f : {"dofile", "loadfile", "require"}) {
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lua_pushnil(L);
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lua_setglobal(L, f);
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}
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lua_newtable(L);
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lua_rawsetp(L, LUA_REGISTRYINDEX, this);
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}
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~ScriptContext() {
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lua_close(L);
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}
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void load(const std::string &name) {
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std::string filename = "../resources/script/" + name + ".lua";
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lua_rawgetp(L, LUA_REGISTRYINDEX, this);
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lua_pushstring(L, name.c_str());
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luaL_loadfile(L, filename.c_str());
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lua_rawset(L, -3);
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lua_pop(L, 1);
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}
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void run(const std::string &name) {
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lua_rawgetp(L, LUA_REGISTRYINDEX, this);
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lua_getfield(L, -1, name.c_str());
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lua_remove(L, -2);
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lua_call(L, 0, 0);
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}
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};
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}
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}
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