Implement sol3 into lua script
This commit is contained in:
@@ -1,205 +1,78 @@
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extern "C" {
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#include "sol/unsafe_function_result.hpp"
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#include <lua/lua.h>
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#include <lua/lualib.h>
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#include <lua/lauxlib.h>
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}
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#include "inferno/assertions.h"
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#include "inferno/assertions.h"
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#include "inferno/file.h"
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#include "inferno/file.h"
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#include "inferno/scene/components.h"
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#include "inferno/scene/components.h"
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#include "inferno/scene/scene.h"
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#include "inferno/scene/scene.h"
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#include "inferno/script/lua.h"
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#include "inferno/script/lua.h"
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#include "inferno/script/registration.h"
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namespace Inferno {
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namespace Inferno {
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void Lua::initialize()
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void Lua::initialize()
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{
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{
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m_state = luaL_newstate();
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// Type registration
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// Add GetComponent()
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// ---------------------------------
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// ---------------------------------
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constexpr int32_t componentUpValueAmount = 1;
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Registration::fill(m_state);
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lua_pushlightuserdata(m_state, this);
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lua_pushcclosure(m_state, Lua::getComponent, componentUpValueAmount);
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lua_setglobal(m_state, "GetComponent");
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// Add Metatable
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// Load libraries
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// ---------------------------------
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// ---------------------------------
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luaL_newmetatable(m_state, "ComponentMetatable");
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m_state.open_libraries(sol::lib::base);
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constexpr int32_t indexUpValueAmount = 1;
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// Component get functions
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lua_pushstring(m_state, "__index");
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// ---------------------------------
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lua_pushlightuserdata(m_state, this);
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lua_pushcclosure(m_state, Lua::componentIndex, indexUpValueAmount);
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lua_settable(m_state, -3); // Pops the string and table
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constexpr int32_t newIndexUpValueAmount = 1;
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m_state.set_function("getTagComponent", [this]() -> TagComponent* {
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lua_pushstring(m_state, "__newindex");
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return &m_scene->getComponent<TagComponent>(m_entity);
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lua_pushlightuserdata(m_state, this);
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});
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lua_pushcclosure(m_state, Lua::componentNewIndex, newIndexUpValueAmount);
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lua_settable(m_state, -3); // Pops the string and table
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// Load and Initialize Script
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m_state.set_function("getTransformComponent", [this]() -> TransformComponent* {
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return &m_scene->getComponent<TransformComponent>(m_entity);
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});
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// (*m_state).set_function("GetComponent", &Lua::getComponentSol);
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m_state.set_function("getCameraComponent", [this]() -> CameraComponent* {
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return &m_scene->getComponent<CameraComponent>(m_entity);
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});
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m_state.set_function("getSpriteComponent", [this]() -> SpriteComponent* {
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return &m_scene->getComponent<SpriteComponent>(m_entity);
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});
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// Load and Initialize script
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// ---------------------------------
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// ---------------------------------
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loadScript();
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loadScript();
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getFunction("LuaScript", "initialize");
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callFunction("LuaScript", "initialize");
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callFunction();
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}
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}
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void Lua::destroy()
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void Lua::destroy()
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{
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{
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getFunction("LuaScript", "destroy");
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callFunction("LuaScript", "destroy");
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callFunction();
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lua_close(m_state);
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m_state = nullptr;
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}
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}
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void Lua::update(float deltaTime)
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void Lua::update(float deltaTime)
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{
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{
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getFunction("LuaScript", "update");
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m_state["LuaScript"]["transform"] = &m_scene->getComponent<TransformComponent>(m_entity);
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lua_pushnumber(m_state, deltaTime); // Push float argument
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callFunction("LuaScript", "update", deltaTime);
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callFunction(1);
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}
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void Lua::valid(int32_t error)
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{
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ASSERT(error == LUA_OK, "{}", lua_tostring(m_state, -1));
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}
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}
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void Lua::loadScript()
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void Lua::loadScript()
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{
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{
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std::string script = File::read(m_path);
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std::string script = File::read(m_path);
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int32_t error = luaL_dostring(m_state, script.c_str());
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auto result = m_state.script(script.c_str(),
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valid(error);
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[](lua_State*, sol::protected_function_result pfr) { return pfr; });
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ASSERT(result.valid(), "Lua script {}", ((sol::error)result).what());
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}
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}
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void Lua::getFunction(const char* table, const char* function)
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sol::table Lua::getTable(const char* name)
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{
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{
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Lua::isTable(m_state, table); // Push table
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sol::table table = m_state[name];
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int32_t tableIdx = lua_gettop(m_state); // Get table stack index
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ASSERT(table.valid(), "Lua table does not exist");
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lua_pushstring(m_state, function); // Push string
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return table;
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lua_gettable(m_state, -2); // Pop string key, push value
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lua_pushvalue(m_state, tableIdx); // Push table
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}
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void Lua::callFunction(int32_t parameters)
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{
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int32_t error = lua_pcall(m_state, parameters + 1, 0, 0); // Call function()
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valid(error);
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}
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void Lua::isTable(lua_State* state, int32_t table)
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{
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ASSERT(lua_istable(state, table));
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}
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void Lua::isTable(lua_State* state, const char* table)
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{
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lua_getglobal(state, table); // Push table on the stack
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Lua::isTable(state, -1);
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}
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int32_t Lua::getComponent(lua_State* state) // Local scope state, so stack begins at 1!
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{
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ASSERT(lua_gettop(state) == 1, "Lua called with wrong amount of arguments");
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ASSERT(lua_islightuserdata(state, lua_upvalueindex(1)), "Lua did not receive required lightuserdata");
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Lua* self = static_cast<Lua*>(lua_touserdata(state, lua_upvalueindex(1)));
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// Verify parameter
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std::string componentName = lua_tostring(state, -1);
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ASSERT(lua_isstring(state, -1), "Lua did not receive correct parameter");
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// Create userdata
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/*void* pointer =*/ lua_newuserdatauv(state, sizeof(0), 2); // Push userdata
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ASSERT(lua_isuserdata(state, -1), "Lua could not create userdata");
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// Get component
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void* component = nullptr;
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if (componentName.compare("CameraComponent") == 0) {
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component = static_cast<void*>(&self->m_scene->getComponent<CameraComponent>(self->m_entity));
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}
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// Add metatable to userdata
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luaL_getmetatable(state, "ComponentMetatable"); // Push table
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ASSERT(lua_istable(state, -1), "Lua could not find metatable");
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lua_setmetatable(state, -2); // Pop table, set it as metatable onto userdata
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// Add uservalues to userdata
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lua_pushstring(state, componentName.c_str()); // Push string
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lua_setiuservalue(state, -2, 1); // Pop value, set it as the n-th uservalue onto userdata
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lua_pushlightuserdata(state, component); // Push pointer
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lua_setiuservalue(state, -2, 2); // Pop value, set it as the n-th uservalue onto userdata
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return 1; // Return amount of stack items pushed
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}
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int32_t Lua::componentIndex(lua_State* state) // Local scope state, so stack begins at 1!
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{
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ASSERT(lua_gettop(state) == 2, "Lua called with wrong amount of arguments");
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ASSERT(lua_isuserdata(state, -2)); // 1 // <component>.x
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ASSERT(lua_isstring(state, -1)); // 2 // component.<x>
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// ASSERT(lua_islightuserdata(state, lua_upvalueindex(1)), "Lua did not receive required lightuserdata");
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// Lua* self = static_cast<Lua*>(lua_touserdata(state, lua_upvalueindex(1)));
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lua_getiuservalue(state, 1, 1); // Push the n-th uservalue from userdata
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ASSERT(lua_isstring(state, -1), "Lua did not receive component type correctly");
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std::string componentName = lua_tostring(state, -1);
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if (componentName.compare("CameraComponent") == 0) {
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lua_getiuservalue(state, 1, 2); // Push the n-th uservalue from userdata
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ASSERT(lua_islightuserdata(state, -1), "Lua did not receive component pointer correctly");
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CameraComponent* component = (CameraComponent*)lua_touserdata(state, -1);
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std::string index = lua_tostring(state, 2);
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if (index.compare("fov") == 0) {
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lua_pushnumber(state, component->fov);
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return 1;
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}
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else {
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ASSERT_NOT_REACHED();
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}
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}
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return 0;
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}
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int32_t Lua::componentNewIndex(lua_State* state) // Local scope state, so stack begins at 1!
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{
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ASSERT(lua_gettop(state) == 3, "Lua called with wrong amount of arguments");
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ASSERT(lua_isuserdata(state, -3)); // 1 // <component>.x = thing
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ASSERT(lua_isstring(state, -2)); // 2 // component.<x> = thing
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// Value we want to set -1 // 3 // component.x = <thing>
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lua_getiuservalue(state, 1, 1); // Push the n-th uservalue from userdata
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ASSERT(lua_isstring(state, -1), "Lua did not receive component type correctly");
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std::string componentName = lua_tostring(state, -1);
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if (componentName.compare("CameraComponent") == 0) {
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lua_getiuservalue(state, 1, 2); // Push the n-th uservalue from userdata
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ASSERT(lua_islightuserdata(state, -1), "Lua did not receive component pointer correctly");
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CameraComponent* component = (CameraComponent*)lua_touserdata(state, -1);
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std::string index = lua_tostring(state, 2);
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if (index.compare("fov") == 0) {
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component->fov = lua_tonumber(state, 3);
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}
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else {
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ASSERT_NOT_REACHED();
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}
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}
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return 0;
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}
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}
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}
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}
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@@ -1,10 +1,16 @@
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#ifndef LUA_H
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#ifndef LUA_H
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#define LUA_H
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#define LUA_H
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#include <cstdint> // int32_t, uint32_t
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#include <cstdint> // uint32_t
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#include <string> // std::string
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#include <string> // std::string
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#include <lua/lua.h> // lua_State
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#define SOL_ALL_SAFETIES_ON 1
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#include "sol/protected_function.hpp"
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#include "sol/protected_function_result.hpp"
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#include "sol/state.hpp"
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#include "sol/table.hpp"
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#include "inferno/assertions.h"
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namespace Inferno {
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namespace Inferno {
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@@ -18,21 +24,26 @@ namespace Inferno {
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void destroy();
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void destroy();
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void update(float deltaTime);
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void update(float deltaTime);
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void valid(int32_t error);
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void loadScript();
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void loadScript();
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void getFunction(const char* table, const char* function);
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void callFunction(int32_t parameters = 0);
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private:
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private:
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static void isTable(lua_State* state, int32_t table);
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sol::table getTable(const char* name);
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static void isTable(lua_State* state, const char* table);
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static int32_t getComponent(lua_State* state);
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template<typename... P>
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static int32_t componentIndex(lua_State* state);
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void callFunction(const char* table, const char* function, P&&... parameters)
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static int32_t componentNewIndex(lua_State* state);
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{
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sol::table solTable = getTable(table);
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sol::protected_function solFunction = solTable[function];
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// Only call function if it exists
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if (solFunction.valid()) {
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sol::protected_function_result result = solFunction(solTable, parameters...);
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ASSERT(result.valid(), "Lua function {}", ((sol::error)result).what());
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}
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}
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sol::state m_state;
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std::string m_path = "";
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std::string m_path = "";
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lua_State* m_state = nullptr;
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Scene* m_scene = nullptr;
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Scene* m_scene = nullptr;
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uint32_t m_entity = 0;
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uint32_t m_entity = 0;
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@@ -0,0 +1,82 @@
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#include "glm/ext/vector_float2.hpp" // glm::vec2
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#include "glm/ext/vector_float3.hpp" // glm::vec3
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#include "glm/ext/vector_float4.hpp" // glm::vec4
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#include "inferno/scene/components.h"
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#include "inferno/script/registration.h"
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namespace Inferno {
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void Registration::fill(sol::state_view &state)
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{
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glm(state);
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component(state);
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}
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void Registration::glm(sol::state_view& state)
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{
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auto vec2 = state.new_usertype<glm::vec2>(
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"vec2",
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sol::call_constructor, sol::constructors<glm::vec2(), glm::vec2(float), glm::vec2(float, float)>(),
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"x", &glm::vec2::x, "y", &glm::vec2::y,
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"r", &glm::vec2::r, "g", &glm::vec2::g,
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"s", &glm::vec2::s, "t", &glm::vec2::t,
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"__add", addition<glm::vec2, float>(),
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"__sub", subtraction<glm::vec2, float>(),
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"__mul", multiplication<glm::vec2, float>(),
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"__div", division<glm::vec2, float>()
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);
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auto vec3 = state.new_usertype<glm::vec3>(
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"vec3",
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sol::call_constructor, sol::constructors<glm::vec3(), glm::vec3(float), glm::vec3(float, float, float)>(),
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"x", &glm::vec3::x, "y", &glm::vec3::y, "z", &glm::vec3::z,
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"r", &glm::vec3::r, "g", &glm::vec3::g, "b", &glm::vec3::b,
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"s", &glm::vec3::s, "t", &glm::vec3::t, "p", &glm::vec3::p,
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"__add", addition<glm::vec3, float>(),
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"__sub", subtraction<glm::vec3, float>(),
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"__mul", multiplication<glm::vec3, float>(),
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"__div", division<glm::vec3, float>()
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// "__tostring", [](glm::vec3 self) { return self.x; } // Template!!! convert via logstream
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);
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auto vec4 = state.new_usertype<glm::vec4>(
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"vec4",
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sol::call_constructor, sol::constructors<glm::vec4(), glm::vec4(float), glm::vec4(float, float, float, float)>(),
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"x", &glm::vec4::x, "y", &glm::vec4::y, "z", &glm::vec4::z, "w", &glm::vec4::w,
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"r", &glm::vec4::r, "g", &glm::vec4::g, "b", &glm::vec4::b, "a", &glm::vec4::a,
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"s", &glm::vec4::s, "t", &glm::vec4::t, "p", &glm::vec4::p, "q", &glm::vec4::q,
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"__add", addition<glm::vec4, float>(),
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"__sub", subtraction<glm::vec4, float>(),
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"__mul", multiplication<glm::vec4, float>(),
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"__div", division<glm::vec4, float>()
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);
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}
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void Registration::component(sol::state_view& state)
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{
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auto tagComponent = state.new_usertype<TagComponent>("TagComponent", sol::no_constructor);
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tagComponent["tag"] = &TagComponent::tag;
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|
|
||||||
|
auto transformComponent = state.new_usertype<TransformComponent>("TransformComponent", sol::no_constructor);
|
||||||
|
transformComponent["translate"] = &TransformComponent::translate;
|
||||||
|
transformComponent["rotate"] = &TransformComponent::rotate;
|
||||||
|
transformComponent["scale"] = &TransformComponent::scale;
|
||||||
|
transformComponent["transform"] = &TransformComponent::transform;
|
||||||
|
|
||||||
|
auto cameraComponent = state.new_usertype<CameraComponent>("CameraComponent", sol::no_constructor);
|
||||||
|
cameraComponent["type"] = &CameraComponent::type;
|
||||||
|
cameraComponent["zoomLevel"] = &CameraComponent::zoomLevel;
|
||||||
|
cameraComponent["rotateAxis"] = &CameraComponent::rotateAxis;
|
||||||
|
cameraComponent["fov"] = &CameraComponent::fov;
|
||||||
|
cameraComponent["pitch"] = &CameraComponent::pitch;
|
||||||
|
cameraComponent["yaw"] = &CameraComponent::yaw;
|
||||||
|
cameraComponent["up"] = &CameraComponent::up;
|
||||||
|
cameraComponent["projection"] = &CameraComponent::projection;
|
||||||
|
|
||||||
|
auto spriteComponent = state.new_usertype<SpriteComponent>("SpriteComponent", sol::no_constructor);
|
||||||
|
spriteComponent["color"] = &SpriteComponent::color;
|
||||||
|
spriteComponent["texture"] = &SpriteComponent::texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,60 @@
|
|||||||
|
#ifndef REGISTRATION_H
|
||||||
|
#define REGISTRATION_H
|
||||||
|
|
||||||
|
#include "sol/overload.hpp" // sol::overload
|
||||||
|
#include "sol/state_view.hpp" // sol::state_view
|
||||||
|
|
||||||
|
namespace Inferno {
|
||||||
|
|
||||||
|
class Registration final {
|
||||||
|
public:
|
||||||
|
static void fill(sol::state_view& state);
|
||||||
|
|
||||||
|
private:
|
||||||
|
static void glm(sol::state_view& state);
|
||||||
|
static void component(sol::state_view& state);
|
||||||
|
|
||||||
|
template<typename T, typename V>
|
||||||
|
static auto addition()
|
||||||
|
{
|
||||||
|
return sol::overload(
|
||||||
|
[](const T& lhs, const T& rhs) { return lhs + rhs; },
|
||||||
|
[](const T& lhs, const V& rhs) { return lhs + rhs; },
|
||||||
|
[](const V& lhs, const T& rhs) { return lhs + rhs; }
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T, typename V>
|
||||||
|
static auto subtraction()
|
||||||
|
{
|
||||||
|
return sol::overload(
|
||||||
|
[](const T& lhs, const T& rhs) { return lhs - rhs; },
|
||||||
|
[](const T& lhs, const V& rhs) { return lhs - rhs; },
|
||||||
|
[](const V& lhs, const T& rhs) { return lhs - rhs; }
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T, typename V>
|
||||||
|
static auto multiplication()
|
||||||
|
{
|
||||||
|
return sol::overload(
|
||||||
|
[](const T& lhs, const T& rhs) { return lhs * rhs; },
|
||||||
|
[](const T& lhs, const V& rhs) { return lhs * rhs; },
|
||||||
|
[](const V& lhs, const T& rhs) { return lhs * rhs; }
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
template<typename T, typename V>
|
||||||
|
static auto division()
|
||||||
|
{
|
||||||
|
return sol::overload(
|
||||||
|
[](const T& lhs, const T& rhs) { return lhs / rhs; },
|
||||||
|
[](const T& lhs, const V& rhs) { return lhs / rhs; },
|
||||||
|
[](const V& lhs, const T& rhs) { return lhs / rhs; }
|
||||||
|
);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // REGISTRATION_H
|
||||||
Reference in New Issue
Block a user