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LuaBindings.cpp
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LuaBindings.cpp
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/**
* LuaBindings contains function declarations regarding lua binding.
*
* Author: Skylar Payne
* Date: 8/1/2013
* File: LuaBindings.h
**/
#include "LuaBindings.h"
#include "IListener.h"
#include "WindowAccessor.h"
#include "EntityAccessor.h"
#include "PositionComponent.h"
#include "MovementComponent.h"
#include "Entity.h"
#include "Logger.h"
/**
* @brief The LuaAccessor struct allows Lua to gain access to window access data.
*/
struct LuaAccessor : public WindowAccessor, public EntityAccessor
{
sf::RenderWindow& GetWindow() const { return *WindowAccessor::GetWindow(); }
Entity* GetEntity(unsigned int ID) const { return EntityAccessor::GetEntity(ID); }
};
extern "C"
{
/**
* @brief exit Lets lua emit an exit message
* @param L the calling lua thread
* @return no return value if successful, error message if failed
*/
static int Exit(lua_State* L)
{
if(lua_gettop(L) != 1)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
ExitMessage msg;
msg.ExitStatus = lua_tonumber(L, 1);
Emit<ExitMessage>(msg);
return 0;
}
/**
* @brief CreateEntity lets lua emit a CreateEntityMessage
* @param L the calling lua thread
* @return no return value if successful, error message if failed
*/
static int CreateEntity(lua_State* L)
{
if(lua_gettop(L) != 3)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
CreateEntityMessage msg;
msg.script = lua_tostring(L, 1);
msg.position.x = lua_tonumber(L, 2);
msg.position.y = lua_tonumber(L, 3);
Emit<CreateEntityMessage>(msg);
return 0;
}
/**
* @brief DestroyEntity lets lua emit a DestroyEntityMessage
* @param L the calling lua thread
* @return no return value if successful, error message if failed
*/
static int DestroyEntity(lua_State* L)
{
if(lua_gettop(L) != 1)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
DestroyEntityMessage msg;
msg.ID = lua_tonumber(L, 1);
Emit<DestroyEntityMessage>(msg);
return 0;
}
/**
* @brief Wait pauses the program for a certain number of milliseconds
* @param L the calling lua thread
* @return no return value
*/
static int Wait(lua_State* L)
{
if(lua_gettop(L) != 1)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
sf::sleep(sf::milliseconds(lua_tonumber(L, -1)));
return 0;
}
/**
* @brief GetWindowSize gets the dimensions of the window
* @param L the calling lua thread
* @return the width and height of the window, otherwise an error message
*/
static int GetWindowSize(lua_State* L)
{
if(lua_gettop(L) != 0)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
LuaAccessor la;
lua_pushnumber(L, la.GetWindow().getSize().x);
lua_pushnumber(L, la.GetWindow().getSize().y);
return 2;
}
/**
* @brief GetKeyState gets the key state of a certain key
* @param L the calling lua thread
* @return true if key was pressed, false if not pressed, or error message if failed
*/
static int isKeyPressed(lua_State* L)
{
if(lua_gettop(L) != 1)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
sf::Keyboard::Key key = static_cast<sf::Keyboard::Key>(lua_tointeger(L, 1));
lua_pushboolean(L, sf::Keyboard::isKeyPressed(key));
return 1;
}
/**
* @brief GetCursorPosition gets the position of the on screen cursor
* @param L the calling lua thread
* @return 2 return values: x position and y position of cursor or error message if failed
*/
static int GetCursorPosition(lua_State* L)
{
if(lua_gettop(L) != 0)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
LuaAccessor la;
lua_pushnumber(L, sf::Mouse::getPosition(la.GetWindow()).x);
lua_pushnumber(L, sf::Mouse::getPosition(la.GetWindow()).y);
return 2;
}
/**
* @brief GetEntityTag gets the tag of a specified entity
* @param L the calling lua thread
* @return the tag, if the entity exists, an error string otherwise
*/
static int GetEntityTag(lua_State* L)
{
if(lua_gettop(L) != 1)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
LuaAccessor la;
unsigned int id = (unsigned int)lua_tonumber(L, 1);
Entity* e = la.GetEntity(id);
if(e)
{
lua_pushstring(L, e->GetTag());
return 1;
}
lua_pushstring(L, "Entity does not exist");
return 1;
}
/**
* @brief GetEntityPosition gets the position of a specified entity
* @param L the calling lua thread
* @return the entity position if available, an error string otherwise.
*/
static int GetEntityPosition(lua_State* L)
{
if(lua_gettop(L) != 1)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
LuaAccessor la;
unsigned int id = (unsigned int)lua_tonumber(L, 1);
Entity* e = la.GetEntity(id);
if(e)
{
PositionComponent* p = e->GetComponent<PositionComponent>("Position");
if(p)
{
lua_pushnumber(L, p->GetPosition().x);
lua_pushnumber(L, p->GetPosition().y);
return 2;
}
else
{
lua_pushstring(L, "No position component");
return 1;
}
}
lua_pushstring(L, "Entity does not exist");
return 1;
}
/**
* @brief GetEntityVelocity gets a specified entity's velocity
* @param L the calling lua thread
* @return the velocity; 0, 0 if the entity does not have a movement component.
*/
static int GetEntityVelocity(lua_State *L)
{
if(lua_gettop(L) != 1)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
LuaAccessor la;
unsigned int id = (unsigned int)lua_tonumber(L, 1);
Entity* e = la.GetEntity(id);
if(e)
{
MovementComponent* m = e->GetComponent<MovementComponent>("Movement");
if(m)
{
lua_pushnumber(L, m->GetVelocity().x);
lua_pushnumber(L, m->GetVelocity().y);
}
else
{
lua_pushnumber(L, 0);
lua_pushnumber(L, 0);
}
return 2;
}
lua_pushstring(L, "Entity does not exist");
return 1;
}
/**
* @brief MoveEntity Lets lua emit a MoveEntity message
* @param L the calling lua thread
* @return no return value if successful, error message if failed
*/
static int MoveEntity(lua_State* L)
{
if(lua_gettop(L) != 3)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
MoveEntityMessage msg;
msg.ID = lua_tonumber(L, 1);
msg.newPosition.x = lua_tonumber(L, 2);
msg.newPosition.y = lua_tonumber(L, 3);
Emit<MoveEntityMessage>(msg);
return 0;
}
/**
* @brief PushEntity Lets lua emit a PushEntity message
* @param L the calling lua thread
* @return no return value if successful, error message if failed
*/
static int PushEntity(lua_State* L)
{
if(lua_gettop(L) != 3)
{
lua_pushstring(L, "Error: incorrect number of parameters");
return 1;
}
PushEntityMessage msg;
msg.ID = lua_tonumber(L, 1);
msg.newVelocity.x = lua_tonumber(L, 2);
msg.newVelocity.y = lua_tonumber(L, 3);
Emit<PushEntityMessage>(msg);
return 0;
}
}
/**
* @brief SetBindings loads standard lua libraries and binds the functions and data defined above
* @param L the lua state to which to bind
*/
void SetBindings(lua_State *L)
{
luaL_openlibs(L);
lua_pushcfunction(L, Exit);
lua_setglobal(L, "exit");
lua_pushcfunction(L, CreateEntity);
lua_setglobal(L, "create_entity");
lua_pushcfunction(L, DestroyEntity);
lua_setglobal(L, "destroy_entity");
lua_pushcfunction(L, Wait);
lua_setglobal(L, "wait");
lua_pushcfunction(L, GetWindowSize);
lua_setglobal(L, "get_window_size");
lua_pushcfunction(L, GetCursorPosition);
lua_setglobal(L, "get_cursor_position");
lua_pushcfunction(L, isKeyPressed);
lua_setglobal(L, "is_key_pressed");
lua_pushcfunction(L, GetEntityTag);
lua_setglobal(L, "get_entity_tag");
lua_pushcfunction(L, GetEntityPosition);
lua_setglobal(L, "get_entity_position");
lua_pushcfunction(L, GetEntityVelocity);
lua_setglobal(L, "get_entity_velocity");
lua_pushcfunction(L, MoveEntity);
lua_setglobal(L, "move_entity");
lua_pushcfunction(L, PushEntity);
lua_setglobal(L, "push_entity");
lua_newtable(L);
lua_pushliteral(L, "W");
lua_pushnumber(L, sf::Keyboard::W);
lua_settable(L, -3);
lua_pushliteral(L, "S");
lua_pushnumber(L, sf::Keyboard::S);
lua_settable(L, -3);
lua_pushliteral(L, "A");
lua_pushnumber(L, sf::Keyboard::A);
lua_settable(L, -3);
lua_pushliteral(L, "D");
lua_pushnumber(L, sf::Keyboard::D);
lua_settable(L, -3);
lua_pushliteral(L, "Up");
lua_pushnumber(L, sf::Keyboard::Up);
lua_settable(L, -3);
lua_pushliteral(L, "Down");
lua_pushnumber(L, sf::Keyboard::Down);
lua_settable(L, -3);
lua_pushliteral(L, "Left");
lua_pushnumber(L, sf::Keyboard::Left);
lua_settable(L, -3);
lua_pushliteral(L, "Right");
lua_pushnumber(L, sf::Keyboard::Right);
lua_settable(L, -3);
lua_setglobal(L, "Keys");
}