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Game Programming in C++ - Start to Finish
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CEGUISDK-0.4.1-VC6-STLport.exe
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CEGUILua.h
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/************************************************************************
filename: CEGUILua.h
created: 16/3/2005
author: Tomas Lindquist Olsen
purpose: Defines interface for LuaScriptModule class
*************************************************************************/
/*************************************************************************
Crazy Eddie's GUI System (http://www.cegui.org.uk)
Copyright (C)2004 - 2005 Paul D Turner (paul@cegui.org.uk)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*************************************************************************/
#ifndef _CEGUILua_h_
#define _CEGUILua_h_
/*************************************************************************
Import / Export control macros
*************************************************************************/
#if defined( __WIN32__ ) || defined( _WIN32 )
# ifdef CEGUILUA_EXPORTS
# define CEGUILUA_API __declspec(dllexport)
# else
# define CEGUILUA_API __declspec(dllimport)
# endif
#else
# define CEGUILUA_API
#endif
// include Lua
extern "C" {
#include "lua.h"
}
// Start of CEGUI namespace section
namespace CEGUI
{
/*!
\brief
Interface for the LuaScriptModule class
*/
class CEGUILUA_API LuaScriptModule : public CEGUI::ScriptModule
{
public:
/*************************************************************************
Construction and Destruction
*************************************************************************/
/*!
\brief
Constructor for LuaScriptModule class which create a lua_State
*/
LuaScriptModule();
/*!
\brief
Constructor for LuaScriptModule class which takes a lua_State
\param state
Pointer to the lua_State that the script module should attach to.
*/
LuaScriptModule(lua_State* state);
/*!
\brief
Destructor for LuaScriptModule class.
*/
~LuaScriptModule();
/*************************************************************************
Script Execution Functions
*************************************************************************/
/*!
\brief
Execute a script file.
\param filename
String object holding the filename of the script file that is to be executed
\param resourceGroup
Resource group idendifier to be passed to the ResourceProvider when loading the script file.
*/
void executeScriptFile(const String& filename, const String& resourceGroup);
/*!
\brief
Execute a scripted global function. The function should not take any parameters and should return an integer.
\param function_name
String object holding the name of the function, in the global script environment, that
is to be executed.
\return
The integer value returned from the script function.
*/
int executeScriptGlobal(const String& function_name);
/*!
\brief
Execute a scripted global 'event handler' function. The function should take some kind of EventArgs like parameter
that the concrete implementation of this function can create from the passed EventArgs based object. The function
should not return anything.
\param handler_name
String object holding the name of the scripted handler function.
\param e
EventArgs based object that should be passed, by any appropriate means, to the scripted function.
\return
- true if the event was handled.
- false if the event was not handled.
*/
bool executeScriptedEventHandler(const String& handler_name, const EventArgs& e);
/*!
\brief
Execute script code contained in the given CEGUI::String object.
\param str
String object holding the valid script code that should be executed.
\return
Nothing.
*/
void executeString(const String& str);
/*************************************************************************
Bindings creation / destruction
*************************************************************************/
/*!
\brief
Method called during system initialisation, prior to running any scripts via the ScriptModule, to enable the ScriptModule
to perform any operations required to complete initialisation or binding of the script language to the gui system objects.
\return
Nothing.
*/
void createBindings(void);
/*!
\brief
Method called during system destruction, after all scripts have been run via the ScriptModule, to enable the ScriptModule
to perform any operations required to cleanup bindings of the script language to the gui system objects, as set-up in the
earlier createBindings call.
\return
Nothing.
*/
void destroyBindings(void);
/*************************************************************************
Accessor type functions
*************************************************************************/
/*!
\brief
Method used to get a pointer to the lua_State that the script module is attached to.
\return
A pointer to the lua_State that the script module is attached to.
*/
lua_State* getLuaState(void) const {return d_state;}
private:
/*************************************************************************
Implementation Functions
*************************************************************************/
void setModuleIdentifierString();
/*************************************************************************
Implementation Data
*************************************************************************/
bool d_ownsState; //!< true when the attached lua_State was created by this script module
lua_State* d_state; //!< The lua_State that this script module uses.
};
} // namespace CEGUI
#endif // end of guard _CEGUILua_h_