couch/core/Scripting/Lua.cpp

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#include "Lua.h"
#ifdef LUA_SCRIPTING
lua_State *Lua::L { luaL_newstate() };
#endif // LUA_SCRIPTING
void Lua::Initialize() {
#ifdef LUA_SCRIPTING
language = this;
int err;
// Initialize Lua
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luaL_openlibs(L);
luaopen_couch(L);
err = luaL_loadfile(L, "main.lua");
if (err == LUA_OK) {
err = lua_pcall(L, 0, 0, 0);
if (err != LUA_OK) {
Error();
}
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if (HasHook("init")) {
lua_getglobal(L, "init");
err = lua_pcall(L, 0, 0, 0);
if (err != LUA_OK) {
Error();
}
}
} else if (err == LUA_ERRFILE) {
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Util::Die("Could not find main.lua.");
} else {
// Syntax error
Error();
}
// Bind input functions
//glfwSetWindowUserPointer(window, (void*) L);
Input *input = Input::GetInstance();
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if (HasHook("onkey")) {
input->keyHandlers.push_back(LuaKeyHandler);
}
if (HasHook("onmousemotion")) {
input->mousePositionHandlers.push_back(LuaMousePositionHandler);
}
#else // LUA_SCRIPTING
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Util::Die("Lua is selected as scripting language, but this binary was built without Lua support.");
#endif // LUA_SCRIPTING
}
void Lua::Update(double delta) {
#ifdef LUA_SCRIPTING
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if (HasHook("update")) {
lua_getglobal(L, "update");
lua_pushnumber(L, delta);
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int err = lua_pcall(L, 1, 0, 0);
if (err != LUA_OK) {
Error();
}
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}
#endif // LUA_SCRIPTING
}
void Lua::Close() {
#ifdef LUA_SCRIPTING
lua_close(L);
#endif // LUA_SCRIPTING
}
void Lua::Error() {
#ifdef LUA_SCRIPTING
const char *error = lua_tolstring(L, -1, 0);
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Util::Die(error);
#endif // LUA_SCRIPTING
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Util::Die("Whut?");
}
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bool Lua::HasHook(const char *name) {
bool exists = false;
#ifdef LUA_SCRIPTING
int type = lua_getglobal(L, name);
lua_pop(L, -1);
exists = type != LUA_TNIL;
#endif // LUA_SCRIPTING
return exists;
}
void Lua::LuaKeyHandler(Window *window, int key, int code, int action, int mods) {
#ifdef LUA_SCRIPTING
// lua_State *L = (lua_State*) glfwGetWindowUserPointer(window);
lua_getglobal(L, "onkey");
lua_pushinteger(L, key);
lua_pushinteger(L, code);
lua_pushinteger(L, action);
lua_pushinteger(L, mods);
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int err = lua_pcall(L, 4, 0, 0);
if (err != LUA_OK) {
Error();
}
#endif // LUA_SCRIPTING
}
void Lua::LuaMousePositionHandler(Window *window, double xpos, double ypos, double relx, double rely) {
#ifdef LUA_SCRIPTING
// lua_State *L = (lua_State*) glfwGetWindowUserPointer(window);
lua_getglobal(L, "onmousemotion");
lua_pushnumber(L, xpos);
lua_pushnumber(L, ypos);
lua_pushnumber(L, relx);
lua_pushnumber(L, rely);
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int err = lua_pcall(L, 4, 0, 1);
if (err != LUA_OK) {
Error();
}
#endif // LUA_SCRIPTING
}