//======================================================================== // ScriptEvent.cpp // // Part of the GameCode4 Application // // 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 "../Unix/GameCodeStd.h" #include "ScriptEvent.h" #include "LuaStateManager.h" ScriptEvent::CreationFunctions ScriptEvent::s_creationFunctions; //--------------------------------------------------------------------------------------------------------------------- // Returns the event data after building it (if necessary) //--------------------------------------------------------------------------------------------------------------------- sol::object ScriptEvent::GetEventData(void) { if (!m_eventDataIsValid) { VBuildEventData(); m_eventDataIsValid = true; } return m_eventData; } //--------------------------------------------------------------------------------------------------------------------- // This function is called when an event is sent from the script. It sets the m_eventData member and calls // VBuildEventFromScript(). //--------------------------------------------------------------------------------------------------------------------- bool ScriptEvent::SetEventData(sol::object eventData) { m_eventData = eventData; m_eventDataIsValid = VBuildEventFromScript(); return m_eventDataIsValid; } //--------------------------------------------------------------------------------------------------------------------- // This function is called to register an event type with the script to link them. The simplest way to do this is // with the REGISTER_SCRIPT_EVENT() macro, which calls this function. //--------------------------------------------------------------------------------------------------------------------- void ScriptEvent::RegisterEventTypeWithScript(const char* key, EventType type) { // get or create the EventType table sol::global_table globals = LuaStateManager::Get()->GetGlobalVars(); // Fetches "EventType" table, or initializes a new subtable if nil/non-table sol::table eventTypeTable = globals["EventType"].get_or_create(); // error checking GCC_ASSERT(eventTypeTable[key] == sol::lua_nil); // add the entry eventTypeTable[key] = type; } //--------------------------------------------------------------------------------------------------------------------- // This function is called to map an event creation function pointer with the event type. This allows an event to be // created by only knowing its type. This is required to allow scripts to trigger the instantiation and queueing of // events. //--------------------------------------------------------------------------------------------------------------------- void ScriptEvent::AddCreationFunction(EventType type, CreateEventForScriptFunctionType pCreationFunctionPtr) { GCC_ASSERT(s_creationFunctions.find(type) == s_creationFunctions.find(type)); GCC_ASSERT(pCreationFunctionPtr != NULL); s_creationFunctions.insert(std::make_pair(type, pCreationFunctionPtr)); } //--------------------------------------------------------------------------------------------------------------------- // //--------------------------------------------------------------------------------------------------------------------- ScriptEvent* ScriptEvent::CreateEventFromScript(EventType type) { CreationFunctions::iterator findIt = s_creationFunctions.find(type); if (findIt != s_creationFunctions.end()) { CreateEventForScriptFunctionType func = findIt->second; return func(); } else { GCC_ERROR("Couldn't find event type"); return NULL; } } //--------------------------------------------------------------------------------------------------------------------- // Default implementation for VBuildEventData() sets the event data to nil. //--------------------------------------------------------------------------------------------------------------------- void ScriptEvent::VBuildEventData(void) { m_eventData = sol::make_object(LuaStateManager::Get()->GetLuaState(), sol::lua_nil); }