Example #1
0
/**
 * Load game state
 */
int Game_Load(const char* name)
{
    FILE *f;
    char *ch, local;

    local = 1;
    for(ch=(char*)name;*ch;ch++)
    {
        if((*ch == '\\') || (*ch == '/'))
        {
            local = 0;
            break;
        }
    }

    if(local)
    {
        char token[512];
        snprintf(token, 512, "save/%s", name);
        f = fopen(token, "rb");
        if(f == NULL)
        {
            Sys_extWarn("Can not read file \"%s\"", token);
            return 0;
        }
        fclose(f);
        Engine_LuaClearTasks();
        try {
            engine_lua.doFile(token);
        }
        catch(lua::RuntimeError& error) {
            Sys_DebugLog(LUA_LOG_FILENAME, "%s", error.what());
        }
        catch(lua::LoadError& error) {
            Sys_DebugLog(LUA_LOG_FILENAME, "%s", error.what());
        }
    }
    else
    {
        f = fopen(name, "rb");
        if(f == NULL)
        {
            Sys_extWarn("Can not read file \"%s\"", name);
            return 0;
        }
        fclose(f);
        Engine_LuaClearTasks();
        try {
            engine_lua.doFile(name);
        }
        catch(lua::RuntimeError& error) {
            Sys_DebugLog(LUA_LOG_FILENAME, "%s", error.what());
        }
        catch(lua::LoadError& error) {
            Sys_DebugLog(LUA_LOG_FILENAME, "%s", error.what());
        }
    }

    return 1;
}
Example #2
0
int main()
{
	Lua::State state = Lua::State::create();
	state.AddObject<std::string>();
	
	state.loadstring(
		"x = stdstring.create()\n"\
		"x:append('hi guy')\n"\
		"y = stdstring.create()\n"\
		"y:append(x:at(3))\n"\
		"y:display()"
	);
	state.call();
	return 0;
}
Example #3
0
void Component :: RegMeta(Lua::State& st)
 { Lua::Var tmp = st["Component"];
   if(tmp != Lua::TAB)
    { tmp = st.new_tab("Component", Lua::META);
      tmp.reg("__index", getting);
      tmp.reg("__newindex", setting);
    }
 }
void LuaScriptEditorView::CheckSyntax()
{
   CStringA text;
   GetText(text);

   int indicatorNumber = INDIC_CONTAINER;

   AnnotationClearAll();

   Lua::State state;
   std::vector<CString> errorMessages;
   if (state.CheckSyntax(CString(text), errorMessages))
   {
      IndicSetStyle(indicatorNumber, INDIC_HIDDEN);
      AnnotationSetVisible(ANNOTATION_HIDDEN);
      return;
   }

   IndicSetStyle(indicatorNumber, INDIC_SQUIGGLE);
   IndicSetFore(indicatorNumber, RGB(255, 0, 0)); // red

   SetIndicatorCurrent(indicatorNumber);

   for (size_t index = 0, maxIndex = errorMessages.size(); index < maxIndex; index++)
   {
      CString errorMessage = errorMessages[0];

      int pos = errorMessage.Find(_T("]:"));
      int pos2 = errorMessage.Find(_T(':'), pos + 2);

      int lineNumber = _ttoi(errorMessage.Mid(pos + 2, pos2 - (pos + 2)));
      CString error = errorMessage.Mid(pos2 + 1).Trim();

      SetIndicatorValue(index);

      int textStart = static_cast<int>(PositionFromLine(lineNumber - 1));
      int textEnd = GetLineEndPosition(lineNumber - 1);

      IndicatorFillRange(textStart, textEnd - textStart);

      AnnotationSetText(lineNumber - 1, CStringA(error).GetString());
      AnnotationSetVisible(ANNOTATION_BOXED);
   }
}
Example #5
0
   /// prints values as output debug string
   std::vector<Lua::Value> Print(Lua::State& state, const std::vector<Lua::Value>& vecParams)
   {
      lua_State* L = state.GetState();

      lua_concat(L, vecParams.size());
      CString cszText = lua_tostring(L, -1);

      ATLTRACE(_T("%s\n"), cszText.GetString());

      if (m_fnOutputDebugString != nullptr)
         m_fnOutputDebugString(cszText);

      return std::vector<Lua::Value>();
   }
Example #6
0
void Game_RegisterLuaFunctions(lua::State& state)
{
    state.set("debuginfo", lua_debuginfo);
    state.set("mlook", lua_mlook);
    state.set("freelook", lua_freelook);
    state.set("noclip", lua_noclip);
    state.set("cam_distance", lua_cam_distance);
    state.set("timescale", lua_timescale);
}
Example #7
0
	Foo(lua::State& state) {
        
        state.set("Foo_setA", [this](int value) { a = value; } );
        state.set("Foo_setB", std::function<void(int)>(std::bind(&Foo::setB, this, _1)) );
	}
bool AnimationList::Load(std::string filename)
{
    // Restore instance to it's original state.
    this->Cleanup();

    // Setup the cleanup scope guard.
    bool success = false;

    SCOPE_GUARD_IF(!success,
        this->Cleanup());

    // Get the resource manager.
    System::ResourceManager* resourceManager = this->GetResourceManager();

    if(resourceManager == nullptr)
    {
        Log() << LogLoadError(filename) << "Resource manager isn't bound to this instance.";
        return false;
    }

    // Load sprite sheet file.
    Lua::State lua;

    if(!lua.Load(filename))
    {
        Log() << LogLoadError(filename) << "Couldn't load the file.";
        return false;
    }

    // Get the global table.
    lua_getglobal(lua, "AnimationList");

    if(!lua_istable(lua, -1))
    {
        Log() << LogLoadError(filename) << "Table \"AnimationList\" is missing or invalid.";
        return false;
    }

    // Load the sprite sheet.
    lua_getfield(lua, -1, "SpriteSheet");

    if(!lua_isstring(lua, -1))
    {
        Log() << LogLoadError(filename) << "Field \"AnimationList.SpriteSheet\" is missing or invalid.";
        return false;
    }

    auto spriteSheet = resourceManager->Load<SpriteSheet>(lua_tostring(lua, -1));

    lua_pop(lua, 1);

    // Save sprite sheet texture.
    m_texture = spriteSheet->GetTexture();

    // Read the animation table.
    lua_getfield(lua, -1, "Animations");

    if(!lua_istable(lua, -1))
    {
        Log() << LogLoadError(filename) << "Field \"AnimationList.Animations\" is missing or invalid.";
        return false;
    }

    // Iterate over the animation table.
    for(lua_pushnil(lua); lua_next(lua, -2); lua_pop(lua, 1))
    {
        // Check if the key is a string.
        if(!lua_isstring(lua, -2))
        {
            Log() << LogLoadError(filename) << "One of \"AnimationList.Animations\" keys is not a string.";
            return false;
        }

        // Check if the value is a table. 
        if(!lua_istable(lua, -1))
        {
            Log() << LogLoadError(filename) << "One of \"AnimationList.Animations\" values is not a table.";
            return false;
        }

        // Read animation frames.
        std::vector<Frame> frames;

        for(lua_pushnil(lua); lua_next(lua, -2); lua_pop(lua, 1))
        {
            Frame frame;

            // Check if the value is a table. 
            if(!lua_istable(lua, -1))
            {
                Log() << LogLoadError(filename) << "One of \"AnimationList.Animations.Frames\" values is not a table.";
                return false;
            }

            // Read frame sprite.
            lua_getfield(lua, -1, "Sprite");

            if(!lua_isstring(lua, -1))
            {
                Log() << LogLoadError(filename) << "Field \"Animation.Sprite\" is missing or invalid.";
                return false;
            }

            frame.rectangle = spriteSheet->GetSprite(lua_tostring(lua, -1));

            lua_pop(lua, 1);

            // Read frame offset.
            lua_getfield(lua, -1, "Offset");

            if(lua_istable(lua, -1))
            {
                for(int i = 0; i < 2; ++i)
                {
                    lua_pushinteger(lua, i + 1);
                    lua_gettable(lua, -2);

                    frame.offset[i] = (float)lua_tonumber(lua, -1);

                    lua_pop(lua, 1);
                }
            }

            lua_pop(lua, 1);

            // Read frame duration.
            lua_getfield(lua, -1, "Duration");

            if(!lua_isnumber(lua, -1))
            {
                Log() << LogLoadError(filename) << "Field \"Animation.Duration\" is missing or invalid.";
                return false;
            }

            frame.duration = (float)lua_tonumber(lua, -1);

            lua_pop(lua, 1);

            // Add animation frame.
            frames.push_back(frame);
        }

        // Add animation.
        if(!this->AddAnimation(lua_tostring(lua, -2), frames))
        {
            Log() << LogLoadError(filename) << "Couldn't add an animation.";
            return false;
        }
    }

    lua_pop(lua, 1);

    // Success!
    Log() << "Loaded an animation list from \"" << filename << "\" file.";

    return success = true;
}