Little cleanup work

This commit is contained in:
Dane Johnson 2022-04-15 19:58:45 -05:00
parent 0676fc075b
commit 9623552213
6 changed files with 104 additions and 127 deletions

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@ -2,8 +2,6 @@ print("Hello from a lua script!")
function init()
print("Hello from \"init\"")
couch.debug("init")
couch.say_hello("dane", "Hi!")
end
function update(delta)

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@ -28,6 +28,5 @@ impl DeviceManager {
}
fn update(&mut self, key: Key, state: ElementState) {
self.key_map.insert(key, state);
}
}
}

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@ -18,11 +18,11 @@ pub trait Childbearing<T> { // TODO remove this
}
impl Node {
pub fn find_node(&mut self, name: &str) -> Option<NodeRef> {
pub fn find_node(&self, name: &str) -> Option<NodeRef> {
self.children
.iter()
.find(|node| node.borrow().name == name)
.map(|node| Rc::clone(node))
.map(Rc::clone)
}
}
@ -36,8 +36,6 @@ macro_rules! impl_childbearing {
}
}
impl Node {
pub fn new(name: String, gameobject: GameObject) -> Self {
Node {

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@ -85,7 +85,7 @@ fn main() {
};
target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
let mut root = root.borrow_mut();
let root = root.borrow();
let cube = root.find_node("cube").unwrap();
let mut cube = cube.borrow_mut();

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@ -1,123 +1,7 @@
use crate::gameobject::{ Node, Transform };
extern crate mlua;
use mlua::Lua as LuaContext;
use mlua::Error::RuntimeError as LuaError;
use mlua::chunk;
use std::rc::Rc;
use std::cell::RefCell;
mod lua;
pub use lua::Lua;
pub trait ScriptLang {
fn init(&mut self);
fn update(&mut self, delta: f32);
}
pub struct Lua {
ctx: LuaContext,
}
impl mlua::UserData for Node {
fn add_methods<'lua, M: mlua::UserDataMethods<'lua, Self>>(methods: &mut M) {
methods.add_method_mut("find_node", |_, this, name: String| {
let child = this.find_node(&name);
match child {
Some(child) => Ok(child),
None => Err(mlua::Error::RuntimeError("Could not find child".to_string())),
}
});
methods.add_method("get_transform", |_, this, _: ()| {
match this.gameobject.get_transform() {
Ok(transform) => Ok(transform),
Err(msg) => Err(LuaError(msg)),
}
});
methods.add_method_mut("set_transform", |_, this, transform: Transform| {
match this.gameobject.set_transform(transform) {
Ok(()) => Ok(()),
Err(msg) => Err(LuaError(msg)),
}
});
}
}
impl<'lua> mlua::ToLua<'lua> for Transform {
fn to_lua(self, ctx: &'lua LuaContext) -> mlua::Result<mlua::Value<'lua>> {
let table = ctx.create_table().unwrap();
table.set("position", <[f32; 3]>::from(self.position))?;
table.set("rotation", <[f32; 3]>::from(self.rotation))?;
table.set("scale", <[f32; 3]>::from(self.scale))?;
mlua::Result::Ok(mlua::Value::Table(table))
}
}
impl<'lua> mlua::FromLua<'lua> for Transform {
fn from_lua(lua_value: mlua::Value<'lua>, _: &'lua LuaContext) -> mlua::Result<Self> {
match lua_value {
mlua::Value::Table(table) => {
let position: [f32; 3] = table.get("position")?;
let rotation: [f32; 3] = table.get("rotation")?;
let scale: [f32; 3] = table.get("scale")?;
Ok(Transform {
position: glm::Vec3::from(position),
rotation: glm::Vec3::from(rotation),
scale: glm::Vec3::from(scale),
})
}
_ => Err(LuaError("Could not convert to Transform".to_string())),
}
}
}
impl Lua {
pub fn new(root: Rc<RefCell<Node>>) -> Self {
// Create a lua context, load std libraries
let ctx = LuaContext::new();
// Create the ``couch'' api
let couch = ctx.create_table().unwrap();
couch.set("root", ctx.create_userdata(root).unwrap()).unwrap();
couch.set("debug", ctx.create_function(debug).unwrap()).unwrap();
couch.set("say_hello", ctx.create_function(say_hello).unwrap()).unwrap();
// Hook in to globals
ctx.globals().set("couch", couch).unwrap();
let path = std::path::Path::new("main.lua");
let buf = std::fs::read(&path).expect("Could not find main.lua");
ctx.load(&buf).exec().unwrap();
Lua {
ctx,
}
}
}
impl ScriptLang for Lua {
fn init(&mut self) {
self.ctx.load(&"init()").exec().ok();
}
fn update(&mut self, delta: f32) {
self.ctx.load(chunk! {
update($delta)
}).exec().ok();
}
}
macro_rules! luafuncs {
($($name:ident($($arg:ident: $type: ty),*) $body:block),*) => {
$(
fn $name(_: &LuaContext, ($($arg),*,): ($($type),*,)) -> Result<(), mlua::Error> $body
)*
};
}
luafuncs!{
debug(msg: String) {
println!("Couch Debug Message: {}", msg);
Ok(())
},
say_hello(name: String, msg: String) {
println!("Couch says {} to {}", msg, name);
Ok(())
}
}

98
src/scripting/lua.rs Normal file
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@ -0,0 +1,98 @@
use super::*;
use crate::gameobject::{ Node, Transform };
extern crate mlua;
use mlua::Lua as LuaContext;
use mlua::Error::RuntimeError as LuaError;
use mlua::chunk;
use std::rc::Rc;
use std::cell::RefCell;
pub struct Lua {
ctx: LuaContext,
}
impl mlua::UserData for Node {
fn add_methods<'lua, M: mlua::UserDataMethods<'lua, Self>>(methods: &mut M) {
methods.add_method_mut("find_node", |_, this, name: String| {
let child = this.find_node(&name);
match child {
Some(child) => Ok(child),
None => Err(mlua::Error::RuntimeError("Could not find child".to_string())),
}
});
methods.add_method("get_transform", |_, this, _: ()| {
match this.gameobject.get_transform() {
Ok(transform) => Ok(transform),
Err(msg) => Err(LuaError(msg)),
}
});
methods.add_method_mut("set_transform", |_, this, transform: Transform| {
match this.gameobject.set_transform(transform) {
Ok(()) => Ok(()),
Err(msg) => Err(LuaError(msg)),
}
});
}
}
impl<'lua> mlua::ToLua<'lua> for Transform {
fn to_lua(self, ctx: &'lua LuaContext) -> mlua::Result<mlua::Value<'lua>> {
let table = ctx.create_table().unwrap();
table.set("position", <[f32; 3]>::from(self.position))?;
table.set("rotation", <[f32; 3]>::from(self.rotation))?;
table.set("scale", <[f32; 3]>::from(self.scale))?;
mlua::Result::Ok(mlua::Value::Table(table))
}
}
impl<'lua> mlua::FromLua<'lua> for Transform {
fn from_lua(lua_value: mlua::Value<'lua>, _: &'lua LuaContext) -> mlua::Result<Self> {
match lua_value {
mlua::Value::Table(table) => {
let position: [f32; 3] = table.get("position")?;
let rotation: [f32; 3] = table.get("rotation")?;
let scale: [f32; 3] = table.get("scale")?;
Ok(Transform {
position: glm::Vec3::from(position),
rotation: glm::Vec3::from(rotation),
scale: glm::Vec3::from(scale),
})
}
_ => Err(LuaError("Could not convert to Transform".to_string())),
}
}
}
impl Lua {
pub fn new(root: Rc<RefCell<Node>>) -> Self {
// Create a lua context, load std libraries
let ctx = LuaContext::new();
// Create the ``couch'' api
let couch = ctx.create_table().unwrap();
couch.set("root", ctx.create_userdata(root).unwrap()).unwrap();
// Hook in to globals
ctx.globals().set("couch", couch).unwrap();
let path = std::path::Path::new("main.lua");
let buf = std::fs::read(&path).expect("Could not find main.lua");
ctx.load(&buf).exec().unwrap();
Lua {
ctx,
}
}
}
impl ScriptLang for Lua {
fn init(&mut self) {
self.ctx.load(&"init()").exec().ok();
}
fn update(&mut self, delta: f32) {
self.ctx.load(chunk! {
update($delta)
}).exec().ok();
}
}