Lua function wrappers with typestring
This commit is contained in:
104
src/lua.cpp
104
src/lua.cpp
@@ -6,7 +6,7 @@
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#include "gameobject.hh"
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constexpr const char METATABLE_SCRIPT[] = R"(
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constexpr const char GAMEOBJECT_SCRIPT[] = R"(
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return function(metatable)
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local get_position = metatable.get_position
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local set_position = metatable.set_position
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@@ -36,16 +36,13 @@ end
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static int gameobjectSetPosition(psyqo::Lua L) {
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auto go = L.toUserdata<psxsplash::GameObject>(1);
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L.getField(2, "x");
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psyqo::FixedPoint<> x(L.toNumber(3), psyqo::FixedPoint<>::RAW);
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go->position.x = x;
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go->position.x = L.toFixedPoint(3);
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L.pop();
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L.getField(2, "y");
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psyqo::FixedPoint<> y(L.toNumber(3), psyqo::FixedPoint<>::RAW);
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go->position.y = y;
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go->position.y = L.toFixedPoint(3);
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L.pop();
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L.getField(2, "z");
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psyqo::FixedPoint<> z(L.toNumber(3), psyqo::FixedPoint<>::RAW);
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go->position.z = z;
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go->position.z = L.toFixedPoint(3);
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L.pop();
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return 0;
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}
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@@ -53,18 +50,19 @@ static int gameobjectSetPosition(psyqo::Lua L) {
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static int gameobjectGetPosition(psyqo::Lua L) {
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auto go = L.toUserdata<psxsplash::GameObject>(1);
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L.newTable();
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L.pushNumber(go->position.x.raw());
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L.push(go->position.x);
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L.setField(2, "x");
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L.pushNumber(go->position.y.raw());
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L.push(go->position.y);
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L.setField(2, "y");
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L.pushNumber(go->position.z.raw());
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L.push(go->position.z);
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L.setField(2, "z");
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return 1;
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}
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void psxsplash::Lua::Init() {
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// Load and run the metatable script
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if (L.loadBuffer(METATABLE_SCRIPT, "buffer:metatableForAllGameObjects") == 0) {
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auto L = m_state;
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// Load and run the game objects script
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if (L.loadBuffer(GAMEOBJECT_SCRIPT, "buffer:gameObjects") == 0) {
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if (L.pcall(0, 1) == 0) {
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// This will be our metatable
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L.newTable();
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@@ -79,7 +77,7 @@ void psxsplash::Lua::Init() {
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m_metatableReference = L.ref();
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if (L.pcall(1, 0) == 0) {
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printf("Lua script 'metatableForAllGameObjects' executed successfully");
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printf("Lua script 'gameObjects' executed successfully");
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} else {
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printf("Error registering Lua script: %s\n", L.optString(-1, "Unknown error"));
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L.clearStack();
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@@ -103,6 +101,7 @@ void psxsplash::Lua::Init() {
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}
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void psxsplash::Lua::LoadLuaFile(const char* code, size_t len, int index) {
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auto L = m_state;
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char filename[32];
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snprintf(filename, sizeof(filename), "lua_asset:%d", index);
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if (L.loadBuffer(code, len, filename) != LUA_OK) {
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@@ -130,12 +129,37 @@ void psxsplash::Lua::LoadLuaFile(const char* code, size_t len, int index) {
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}
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}
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void psxsplash::Lua::RegisterSceneScripts(int index) {
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if (index < 0) return;
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auto L = m_state;
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L.newTable();
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// (1) {}
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L.copy(1);
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// (1) {} (2) {}
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m_luaSceneScriptsReference = L.ref();
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// (1) {}
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L.rawGetI(LUA_REGISTRYINDEX, m_luascriptsReference);
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// (1) {} (2) scripts table
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L.pushNumber(index);
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// (1) {} (2) script environments table (2) index
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L.getTable(-2);
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// (1) {} (2) script environments table (3) script environment table for the scene
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onSceneCreationStartFunctionWrapper.resolveGlobal(L);
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onSceneCreationEndFunctionWrapper.resolveGlobal(L);
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L.pop(3);
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// empty stack
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}
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// We're going to store the Lua table for the object at the address of the object,
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// and the table for its methods at the address of the object + 1 byte.
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void psxsplash::Lua::RegisterGameObject(GameObject* go) {
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L.push(go);
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uint8_t* ptr = reinterpret_cast<uint8_t*>(go);
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auto L = m_state;
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L.push(ptr);
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// (1) go
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L.newTable();
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// (1) go (2) {}
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L.push(go);
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L.push(ptr);
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// (1) go (2) {} (3) go
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L.setField(-2, "__cpp_ptr");
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// (1) go (2) { __cpp_ptr = go }
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@@ -150,35 +174,39 @@ void psxsplash::Lua::RegisterGameObject(GameObject* go) {
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// (1) go (2) { __cpp_ptr = go + metatable }
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L.rawSet(LUA_REGISTRYINDEX);
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// empty stack
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printf("GameObject registered in Lua registry: %p\n", go);
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L.newTable();
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// (1) {}
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L.push(ptr + 1);
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// (1) {} (2) go + 1
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L.copy(1);
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// (1) {} (2) go + 1 (3) {}
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L.rawSet(LUA_REGISTRYINDEX);
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// (1) {}
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if (go->luaFileIndex != -1) {
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L.rawGetI(LUA_REGISTRYINDEX, m_luascriptsReference);
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// (1) {} (2) script environments table
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L.rawGetI(-1, go->luaFileIndex);
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// (1) {} (2) script environments table (3) script environment table for this object
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onCollisionMethodWrapper.resolveGlobal(L);
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onInteractMethodWrapper.resolveGlobal(L);
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L.pop(2);
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// (1) {}
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}
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L.pop();
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// empty stack
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printf("GameObject registered in Lua registry: %p\n", ptr);
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}
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void psxsplash::Lua::CallOnCollide(GameObject* self, GameObject* other) {
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if (self->luaFileIndex == -1) {
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return;
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}
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L.rawGetI(LUA_REGISTRYINDEX, m_luascriptsReference);
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// (1) scripts table
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L.rawGetI(-1, self->luaFileIndex);
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// (1) script table (2) script environment
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L.getField(-1, "onCollision");
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// (1) script table (2) script environment (3) onCollision
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if (!L.isFunction(-1)) {
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printf("Lua function 'onCollision' not found\n");
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L.clearStack();
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return;
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}
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void psxsplash::Lua::OnCollision(GameObject* self, GameObject* other) {
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onCollisionMethodWrapper.callMethod(*this, self, other);
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}
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PushGameObject(self);
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PushGameObject(other);
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if (L.pcall(2, 0) != LUA_OK) {
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printf("Lua error: %s\n", L.toString(-1));
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}
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L.clearStack();
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void psxsplash::Lua::OnInteract(GameObject* self) {
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onInteractMethodWrapper.callMethod(*this, self);
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}
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void psxsplash::Lua::PushGameObject(GameObject* go) {
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auto L = m_state;
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L.push(go);
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L.rawGet(LUA_REGISTRYINDEX);
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