scriptobject.cpp
上传用户:center1979
上传日期:2022-07-26
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文件大小:3k
- // scriptobject.cpp
- //
- // Copyright (C) 2006, Chris Laurel <claurel@shatters.net>
- //
- // Helper functions for Celestia's interface to Lua scripts.
- //
- // This program 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 2
- // of the License, or (at your option) any later version.
- #include "scriptobject.h"
- using namespace std;
- // global script context for scripted orbits and rotations
- static lua_State* scriptObjectLuaState = NULL;
- static const char* ScriptedObjectNamePrefix = "cel_script_object_";
- static unsigned int ScriptedObjectNameIndex = 1;
- /*! Set the script context for ScriptedOrbits and ScriptRotations
- * Should be called just once at initialization.
- */
- void
- SetScriptedObjectContext(lua_State* l)
- {
- scriptObjectLuaState = l;
- }
- /*! Get the global script context for ScriptedOrbits.
- */
- lua_State*
- GetScriptedObjectContext()
- {
- return scriptObjectLuaState;
- }
- /*! Generate a unique name for this script orbit object so that
- * we can refer to it later.
- */
- string
- GenerateScriptObjectName()
- {
- char buf[64];
- sprintf(buf, "%s%u", ScriptedObjectNamePrefix, ScriptedObjectNameIndex);
- ScriptedObjectNameIndex++;
- return string(buf);
- }
- /*! Helper function to retrieve an entry from a table and leave
- * it on the top of the stack.
- */
- void
- GetLuaTableEntry(lua_State* state,
- int tableIndex,
- const string& key)
- {
- lua_pushvalue(state, tableIndex);
- lua_pushstring(state, key.c_str());
- lua_gettable(state, -2);
- lua_remove(state, -2);
- }
- /*! Helper function to retrieve a number value from a table; returns
- * the specified default value if the key doesn't exist in the table.
- */
- double
- SafeGetLuaNumber(lua_State* state,
- int tableIndex,
- const string& key,
- double defaultValue)
- {
- double v = defaultValue;
- GetLuaTableEntry(state, tableIndex, key);
- if (lua_isnumber(state, -1))
- v = lua_tonumber(state, -1);
- lua_pop(state, 1);
- return v;
- }
- /*! Convert all the parameters in an AssociativeArray to their equivalent Lua
- * types and insert them into the table on the top of the stack. Presently,
- * only number, string, and boolean values are converted.
- */
- void
- SetLuaVariables(lua_State* state, Hash* parameters)
- {
- for (HashIterator iter = parameters->begin(); iter != parameters->end();
- iter++)
- {
- switch (iter->second->getType())
- {
- case Value::NumberType:
- lua_pushstring(state, iter->first.c_str());
- lua_pushnumber(state, iter->second->getNumber());
- lua_settable(state, -3);
- break;
- case Value::StringType:
- lua_pushstring(state, iter->first.c_str());
- lua_pushstring(state, iter->second->getString().c_str());
- lua_settable(state, -3);
- break;
- case Value::BooleanType:
- lua_pushstring(state, iter->first.c_str());
- lua_pushboolean(state, iter->second->getBoolean());
- lua_settable(state, -3);
- break;
- default:
- break;
- }
- }
- }