Add Lua scripting context

This commit is contained in:
Matthias Schiffer 2014-09-27 16:25:26 +02:00
parent 80eccfbdb2
commit a5f288ca3f
5 changed files with 123 additions and 5 deletions

View file

@ -4,6 +4,7 @@ project(RPGEDIT CXX)
find_package(PkgConfig REQUIRED)
pkg_check_modules(SDL2 REQUIRED sdl2 SDL2_image)
pkg_check_modules(LUA REQUIRED lua>=5.2)
add_subdirectory(src)

14
resources/script/test.lua Normal file
View file

@ -0,0 +1,14 @@
function print_table(foo, bar)
for k, v in pairs(foo) do
print(bar .. k, v)
if type(v) == 'table' and bar .. k ~= '_G' then
print_table(v, bar .. k .. '.')
end
end
end
print_table(_G, '')
print(getmetatable('').__index)
print(string)

View file

@ -1,5 +1,5 @@
include_directories(${SDL2_INCLUDE_DIRS})
link_directories(${SDL2_LIBRARY_DIRS})
include_directories(${SDL2_INCLUDE_DIRS} ${LUA_INCLUDE_DIRS})
link_directories(${SDL2_LIBRARY_DIRS} ${LUA_LIBRARY_DIRS})
add_executable(rpgedit
rpgedit.cpp
@ -9,6 +9,6 @@ add_executable(rpgedit
view/MapView.cpp
view/SpriteCache.cpp
)
set_target_properties(rpgedit PROPERTIES COMPILE_FLAGS "-std=c++11 -Wall ${SDL2_CFLAGS_OTHER}")
set_target_properties(rpgedit PROPERTIES LINK_FLAGS "${SDL2_LDFLAGS_OTHER}")
target_link_libraries(rpgedit ${SDL2_LIBRARIES})
set_target_properties(rpgedit PROPERTIES COMPILE_FLAGS "-std=c++11 -Wall ${SDL2_CFLAGS_OTHER} ${LUA_CFLAGS_OTHER}")
set_target_properties(rpgedit PROPERTIES LINK_FLAGS "${SDL2_LDFLAGS_OTHER} ${LUA_LDFLAGS_OTHER}")
target_link_libraries(rpgedit ${SDL2_LIBRARIES} ${LUA_LIBRARIES})

View file

@ -26,6 +26,7 @@
#include "RPGEdit.hpp"
#include "MapContext.hpp"
#include "ScriptContext.hpp"
#include "../view/MapView.hpp"

View file

@ -0,0 +1,102 @@
/*
Copyright (c) 2014, Matthias Schiffer <mschiffer@universe-factory.net>
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
extern "C" {
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
}
#include <memory>
#include <string>
namespace RPGEdit {
namespace Control {
class ScriptContext {
private:
lua_State *L;
public:
ScriptContext(const ScriptContext &other) = delete;
ScriptContext(ScriptContext &&other) = delete;
ScriptContext & operator=(const ScriptContext &other) = delete;
ScriptContext & operator=(ScriptContext &&other) = delete;
ScriptContext() {
const std::pair<const char *, lua_CFunction> libs[] = {
{"_G", luaopen_base},
{"bit32", luaopen_bit32},
{"math", luaopen_math},
{"string", luaopen_string},
{"table", luaopen_table},
};
L = luaL_newstate();
for (auto &lib : libs) {
luaL_requiref(L, lib.first, lib.second, 1);
lua_pop(L, 1);
}
for (const char *f : {"dofile", "loadfile", "require"}) {
lua_pushnil(L);
lua_setglobal(L, f);
}
lua_newtable(L);
lua_rawsetp(L, LUA_REGISTRYINDEX, this);
}
~ScriptContext() {
lua_close(L);
}
void load(const std::string &name) {
std::string filename = "../resources/script/" + name + ".lua";
lua_rawgetp(L, LUA_REGISTRYINDEX, this);
lua_pushstring(L, name.c_str());
luaL_loadfile(L, filename.c_str());
lua_rawset(L, -3);
lua_pop(L, 1);
}
void run(const std::string &name) {
lua_rawgetp(L, LUA_REGISTRYINDEX, this);
lua_getfield(L, -1, name.c_str());
lua_remove(L, -2);
lua_call(L, 0, 0);
}
};
}
}