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📄 oasisscriptluainterpreter.h

📁 使用stl技术,(还没看,是听说的)
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/******************************************************************************

 * This source file is part of Bad Camel Gaming

 * Copyright (C) 2003  Zephie Greyvenstein

 * See Readme.html for acknowledgements

 *

 * This library is free software; you can redistribute it and/or

 * modify it under the terms of the GNU Lesser General Public

 * License as published by the Free Software Foundation; either

 * version 2.1 of the License, or (at your option) any later version.

 *

 * This library 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 the GNU

 * Lesser General Public License for more details.

 *

 * You should have received a copy of the GNU Lesser General Public

 * License along with this library; if not, write to the Free Software

 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

 *****************************************************************************/



/******************************************************************************

 * FILENAME    : oasisScriptLuaInterpreter.h

 * DESCRIPTION : This is for calling lua functions from C/C++.  Do not use

                 this class directly, use ScriptSystem.

 * AUTHOR      : Gaw (garcia@cs.ttu.edu)

 *****************************************************************************/



/// Avoid double inclusion

#ifndef __LUASCRIPTINTERPRETER_H__

#define __LUASCRIPTINTERPRETER_H__



#include <vector>



/// Include common stuff

#include "oasisCommon.h"

/// Include the rest of the needed oasis stuff

#include "oasisScriptInterpreter.h"



namespace Oasis {

  //Lua powered interpreter

  class _oasisExport scriptLuaInterpreter : public scriptInterpreter {

  public: 

    /// Constructor

    scriptLuaInterpreter( );

    /// Destructor

    virtual ~scriptLuaInterpreter( );



    bool executeScript( string &name );

    void *executeString( string &name, uint8 &type );

    void reset( );

    void *convertFromC( void *cObject, uint8 type );

    void *convertToC( void *scriptObject, uint8 &type );

    void *callFunction( string &name, string &types, 

            void **arguments, uint8 &returntype);

    void freeVariable( void *script_var );



    //This is a workaround for toLua/C.  In order to initialize a

    //module, you must call this with the tolua_<module>_open( L )

    //function.  Otherwise scripting wouldn't be extendable! 

    void loadLibrary( int ( *callback )( lua_State * ) );



  private:  

    lua_State *luaInterpreter;

    

    //This is the actual conversion function (it just pushes arguments

    //onto the luaInterpreter stack).

    void _convertFromC( void *cObject, uint8 type );



    //Load the default libraries

    void loadLibs( );

         

  };

};



#endif

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