couch/core/Scripting/Lua.cpp
2021-03-08 13:50:50 -06:00

117 lines
2.4 KiB
C++

#include "Lua.h"
#include <string>
#include "../Util.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
luaL_openlibs(L);
luaopen_couch(L);
lua_atpanic(L, &LuaExceptionHandler);
err = luaL_loadfile(L, "main.lua");
if (err == LUA_OK) {
lua_call(L, 0, 0);
if (HasHook("init")) {
lua_getglobal(L, "init");
lua_call(L, 0, 0);
}
} else if (err == LUA_ERRFILE) {
Util::Die("Could not find main.lua.");
} else {
// Syntax error
Error();
}
// Bind input functions
//glfwSetWindowUserPointer(window, (void*) L);
Input *input = Input::GetInstance();
if (HasHook("onkey")) {
input->keyHandlers.push_back(LuaKeyHandler);
}
if (HasHook("onmousemotion")) {
input->mousePositionHandlers.push_back(LuaMousePositionHandler);
}
#else // LUA_SCRIPTING
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
if (HasHook("update")) {
lua_getglobal(L, "update");
lua_pushnumber(L, delta);
lua_call(L, 1, 0);
}
#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);
Util::Die(error);
#endif // LUA_SCRIPTING
Util::Die("Whut?");
}
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;
}
#ifdef LUA_SCRIPTING
void Lua::LuaKeyHandler(int key, int code, int action, int mods) {
lua_getglobal(L, "onkey");
lua_pushinteger(L, key);
lua_pushinteger(L, code);
lua_pushinteger(L, action);
lua_pushinteger(L, mods);
lua_call(L, 4, 0);
}
void Lua::LuaMousePositionHandler(double xpos, double ypos, double relx, double rely) {
lua_getglobal(L, "onmousemotion");
lua_pushnumber(L, xpos);
lua_pushnumber(L, ypos);
lua_pushnumber(L, relx);
lua_pushnumber(L, rely);
lua_call(L, 4, 0);
}
int Lua::LuaExceptionHandler(lua_State *L1) {
std::string err;
err += lua_tostring(L1, -1);
err += "\n";
luaL_traceback(L1, L1, NULL, 1);
err += lua_tostring(L, -1);
Util::Die(err);
// Should never get here
return 1;
}
#endif // LUA_SCRIPTING