#pragma once // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program 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 // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include #include "../Unix/GameCodeStd.h" #include "../Debugging/Logger.h" #include "../GameCode4/interfaces.h" //--------------------------------------------------------------------------------------------------------------------- // LuaStateManager - Chapter 12, page 367 //--------------------------------------------------------------------------------------------------------------------- class LuaStateManager : public IScriptManager { private: static LuaStateManager* s_pSingleton; sol::state m_luaState; std::string m_lastError; public: // singleton functions static bool Create(void); static void Destroy(void); static LuaStateManager* Get(void) { GCC_ASSERT(s_pSingleton); return s_pSingleton; } virtual bool VInit(void) override; virtual void VExecuteFile(const char* resource) override; virtual void VExecuteString(const char* str) override; sol::global_table GetGlobalVars(void); sol::state_view GetLuaState(void); // public helpers sol::table CreatePath(const char* pathString, bool toIgnoreLastElement = false); private: void SetError(sol::error const& err); // private constructor & destructor; call the static Create() and Destroy() functions instead explicit LuaStateManager(void) = default; virtual ~LuaStateManager(void) = default; };