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ScriptExecutor.h
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/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef SCRIPTEXECUTOR_H
#define SCRIPTEXECUTOR_H
extern
"C"
{
#include
<lua.h>
#include
<lualib.h>
#include
<lauxlib.h>
}
#include
<string>
#include
<vector>
class
Block
;
class
ScriptDelayExecutionList
;
//Class used for executing scripts.
class
ScriptExecutor
{
public
:
//Constructor.
ScriptExecutor
();
//Destructor.
~
ScriptExecutor
();
//Destroy lua state.
void
destroy
();
//Resets the lua state back to how it orignally was.
//save: Boolean if the saved state should also be deleted. This also means recreate the Lua context.
void
reset
(
bool
save
);
//Add a function for script to use.
//name: The name used in the lua scripts.
//function: Pointer to the function.
void
registerFunction
(
std
::
string
name
,
lua_CFunction
function
);
//Method that will compile a given script and save it to LUA_REGISTRYINDEX.
//script: The script to compile.
//Return value: The index in LUA_REGISTRYINDEX.
int
compileScript
(
std
::
string
script
);
//Method that will execute a given script.
//script: The script to execute.
//origin: Pointer to the block that the script originated from.
//Return value: The return value of script code.
int
executeScript
(
std
::
string
script
,
Block
*
origin
=
NULL
);
//Method that will execute a script in LUA_REGISTRYINDEX.
//scriptIndex: The script index in LUA_REGISTRYINDEX to execute.
//origin: Pointer to the block that the script originated from.
//Return value: The return value of script code.
int
executeScript
(
int
scriptIndex
,
Block
*
origin
=
NULL
);
//Process delay execution objects.
void
processDelayExecution
();
//Get the delay execution list;
ScriptDelayExecutionList
*
getDelayExecutionList
();
//Save state (for delay execution objects, etc.)
void
saveState
();
//Load state (for delay execution objects, etc.)
void
loadState
();
//Get the lua state.
lua_State
*
getLuaState
()
{
return
state
;
}
private
:
//The state that will execute the scripts.
lua_State
*
state
;
//The delay execution objects.
ScriptDelayExecutionList
*
delayExecutionObjects
,
*
savedDelayExecutionObjects
;
//Internal function to execute a script on the top of Lua stack.
//origin: Pointer to the block that the script originated from.
//Return value: The return value of script code.
int
executeScriptInternal
(
Block
*
origin
);
};
#endif
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