ScriptEvent.cpp 5.5 KB

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  1. //========================================================================
  2. // ScriptEvent.cpp
  3. //
  4. // Part of the GameCode4 Application
  5. //
  6. // GameCode4 is the sample application that encapsulates much of the source code
  7. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  8. // "Rez" Graham, published by Charles River Media.
  9. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  10. //
  11. // If this source code has found it's way to you, and you think it has helped you
  12. // in any way, do the authors a favor and buy a new copy of the book - there are
  13. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  14. // by clicking here:
  15. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  16. //
  17. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  18. //
  19. // The source code is managed and maintained through Google Code:
  20. // http://code.google.com/p/gamecode4/
  21. //
  22. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  23. //
  24. // This program is free software; you can redistribute it and/or
  25. // modify it under the terms of the GNU Lesser GPL v3
  26. // as published by the Free Software Foundation.
  27. //
  28. // This program is distributed in the hope that it will be useful,
  29. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  30. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  31. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  32. //
  33. // You should have received a copy of the GNU Lesser GPL v3
  34. // along with this program; if not, write to the Free Software
  35. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  36. //
  37. //========================================================================
  38. #include "../Unix/GameCodeStd.h"
  39. #include "ScriptEvent.h"
  40. #include "LuaStateManager.h"
  41. ScriptEvent::CreationFunctions ScriptEvent::s_creationFunctions;
  42. //---------------------------------------------------------------------------------------------------------------------
  43. // Returns the event data after building it (if necessary)
  44. //---------------------------------------------------------------------------------------------------------------------
  45. sol::object ScriptEvent::GetEventData(void)
  46. {
  47. if (!m_eventDataIsValid)
  48. {
  49. VBuildEventData();
  50. m_eventDataIsValid = true;
  51. }
  52. return m_eventData;
  53. }
  54. //---------------------------------------------------------------------------------------------------------------------
  55. // This function is called when an event is sent from the script. It sets the m_eventData member and calls
  56. // VBuildEventFromScript().
  57. //---------------------------------------------------------------------------------------------------------------------
  58. bool ScriptEvent::SetEventData(sol::object eventData)
  59. {
  60. m_eventData = eventData;
  61. m_eventDataIsValid = VBuildEventFromScript();
  62. return m_eventDataIsValid;
  63. }
  64. //---------------------------------------------------------------------------------------------------------------------
  65. // This function is called to register an event type with the script to link them. The simplest way to do this is
  66. // with the REGISTER_SCRIPT_EVENT() macro, which calls this function.
  67. //---------------------------------------------------------------------------------------------------------------------
  68. void ScriptEvent::RegisterEventTypeWithScript(const char* key, EventType type)
  69. {
  70. // get or create the EventType table
  71. sol::global_table globals = LuaStateManager::Get()->GetGlobalVars();
  72. // Fetches "EventType" table, or initializes a new subtable if nil/non-table
  73. sol::table eventTypeTable = globals["EventType"].get_or_create<sol::table>();
  74. // error checking
  75. GCC_ASSERT(eventTypeTable[key] == sol::lua_nil);
  76. // add the entry
  77. eventTypeTable[key] = type;
  78. }
  79. //---------------------------------------------------------------------------------------------------------------------
  80. // This function is called to map an event creation function pointer with the event type. This allows an event to be
  81. // created by only knowing its type. This is required to allow scripts to trigger the instantiation and queueing of
  82. // events.
  83. //---------------------------------------------------------------------------------------------------------------------
  84. void ScriptEvent::AddCreationFunction(EventType type, CreateEventForScriptFunctionType pCreationFunctionPtr)
  85. {
  86. GCC_ASSERT(s_creationFunctions.find(type) == s_creationFunctions.find(type));
  87. GCC_ASSERT(pCreationFunctionPtr != NULL);
  88. s_creationFunctions.insert(std::make_pair(type, pCreationFunctionPtr));
  89. }
  90. //---------------------------------------------------------------------------------------------------------------------
  91. //
  92. //---------------------------------------------------------------------------------------------------------------------
  93. ScriptEvent* ScriptEvent::CreateEventFromScript(EventType type)
  94. {
  95. CreationFunctions::iterator findIt = s_creationFunctions.find(type);
  96. if (findIt != s_creationFunctions.end())
  97. {
  98. CreateEventForScriptFunctionType func = findIt->second;
  99. return func();
  100. }
  101. else
  102. {
  103. GCC_ERROR("Couldn't find event type");
  104. return NULL;
  105. }
  106. }
  107. //---------------------------------------------------------------------------------------------------------------------
  108. // Default implementation for VBuildEventData() sets the event data to nil.
  109. //---------------------------------------------------------------------------------------------------------------------
  110. void ScriptEvent::VBuildEventData(void)
  111. {
  112. m_eventData = sol::make_object(LuaStateManager::Get()->GetLuaState(), sol::lua_nil);
  113. }