mirror of
https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
320 lines
5.8 KiB
C++
320 lines
5.8 KiB
C++
/*
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* LuaCallWrapper.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "api/Registry.h"
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#include "LuaStack.h"
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#include "LuaFunctor.h"
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namespace scripting
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{
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namespace detail
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{
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}
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//TODO: this should be the only one wrapper type
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//
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template <typename U, typename M, M m>
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class LuaMethodWrapper
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{
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};
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template <typename U, typename T, typename R, R(T:: * method)()const>
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class LuaMethodWrapper <U, R(T:: *)()const, method>
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{
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public:
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static int invoke(lua_State * L)
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{
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LuaStack S(L);
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const U * obj = nullptr;
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if(!S.tryGet(1,obj))
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return S.retVoid();
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static auto functor = std::mem_fn(method);
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S.clear();
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S.push(functor(obj));
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return S.retPushed();
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}
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};
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template <typename U, typename T, void(T:: * method)()const>
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class LuaMethodWrapper <U, void(T:: *)()const, method>
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{
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public:
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static int invoke(lua_State * L)
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{
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LuaStack S(L);
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const U * obj = nullptr;
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if(!S.tryGet(1,obj))
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return S.retVoid();
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static auto functor = std::mem_fn(method);
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S.clear();
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functor(obj);
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return 0;
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}
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};
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template <typename U, typename T, typename R, typename P1, R(T:: * method)(P1)const>
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class LuaMethodWrapper <U, R(T:: *)(P1)const, method>
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{
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public:
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static int invoke(lua_State * L)
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{
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LuaStack S(L);
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const U * obj = nullptr;
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if(!S.tryGet(1,obj))
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return S.retVoid();
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P1 p1;
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if(!S.tryGet(2, p1))
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return S.retVoid();
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static auto functor = std::mem_fn(method);
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S.clear();
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S.push(functor(obj, p1));
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return S.retPushed();
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}
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};
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template <typename U, typename T, typename P1, void(T:: * method)(P1)const>
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class LuaMethodWrapper <U, void(T:: *)(P1)const, method>
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{
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public:
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static int invoke(lua_State * L)
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{
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LuaStack S(L);
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const U * obj = nullptr;
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if(!S.tryGet(1,obj))
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return S.retVoid();
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P1 p1;
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if(!S.tryGet(2, p1))
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return S.retVoid();
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static auto functor = std::mem_fn(method);
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S.clear();
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functor(obj, p1);
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return 0;
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}
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};
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template <typename U, typename T, typename R, typename P1, typename P2, R(T:: * method)(P1, P2)const>
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class LuaMethodWrapper <U, R(T:: *)(P1, P2)const, method>
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{
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public:
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static int invoke(lua_State * L)
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{
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LuaStack S(L);
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const U * obj = nullptr;
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if(!S.tryGet(1, obj))
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return S.retVoid();
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P1 p1;
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if(!S.tryGet(2, p1))
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return S.retVoid();
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P2 p2;
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if(!S.tryGet(3, p2))
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return S.retVoid();
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static auto functor = std::mem_fn(method);
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S.clear();
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S.push(functor(obj, p1, p2));
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return S.retPushed();
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}
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};
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template <typename U, typename T, typename P1, typename P2, void(T:: * method)(P1, P2)const>
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class LuaMethodWrapper <U, void(T:: *)(P1, P2)const, method>
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{
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public:
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static int invoke(lua_State * L)
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{
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LuaStack S(L);
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const U * obj = nullptr;
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if(!S.tryGet(1, obj))
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return S.retVoid();
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P1 p1;
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if(!S.tryGet(2, p1))
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return S.retVoid();
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P2 p2;
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if(!S.tryGet(3, p2))
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return S.retVoid();
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static auto functor = std::mem_fn(method);
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S.clear();
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functor(obj, p1, p2);
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return 0;
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}
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};
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//deprecated, should use LuaMethodWrapper instead, once implemented
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template <typename T>
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class LuaCallWrapper
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{
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public:
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using Wrapped = typename std::remove_const<T>::type;
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static std::function<int(lua_State *, T *)> createFunctor(void (Wrapped::* method)())
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{
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auto functor = std::mem_fn(method);
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auto ret = [=](lua_State * L, T * object)->int
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{
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LuaStack S(L);
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functor(object);
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return S.retVoid();
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};
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return ret;
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}
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static std::function<int(lua_State *, T *)> createFunctor(void (Wrapped::* method)() const)
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{
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auto functor = std::mem_fn(method);
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auto ret = [=](lua_State * L, T * object)->int
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{
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LuaStack S(L);
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functor(object);
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return S.retVoid();
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};
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return ret;
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}
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template <typename R>
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static std::function<int(lua_State *, T *)> createFunctor(R (Wrapped::* method)())
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{
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auto functor = std::mem_fn(method);
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auto ret = [=](lua_State * L, T * object)->int
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{
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LuaStack S(L);
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S.clear();
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S.push(functor(object));
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return S.retPushed();
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};
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return ret;
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}
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template <typename R>
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static std::function<int(lua_State *, T *)> createFunctor(R (Wrapped::* method)() const)
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{
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auto functor = std::mem_fn(method);
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auto ret = [=](lua_State * L, T * object)->int
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{
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LuaStack S(L);
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S.clear();
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S.push(functor(object));
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return S.retPushed();
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};
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return ret;
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}
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template <typename P1>
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static std::function<int(lua_State *, T *)> createFunctor(void (Wrapped::* method)(P1))
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{
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auto functor = std::mem_fn(method);
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auto ret = [=](lua_State * L, T * object)->int
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{
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LuaStack S(L);
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P1 p1;
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if(S.tryGet(1, p1))
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{
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functor(object, p1);
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}
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return S.retVoid();
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};
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return ret;
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}
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template <typename P1>
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static std::function<int(lua_State *, T *)> createFunctor(void (Wrapped::* method)(P1) const)
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{
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auto functor = std::mem_fn(method);
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auto ret = [=](lua_State * L, T * object)->int
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{
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LuaStack S(L);
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P1 p1;
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if(S.tryGet(1, p1))
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{
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functor(object, p1);
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}
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return S.retVoid();
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};
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return ret;
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}
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template <typename R, typename P1>
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static std::function<int(lua_State *, T *)> createFunctor(R (Wrapped::* method)(P1))
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{
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auto functor = std::mem_fn(method);
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auto ret = [=](lua_State * L, T * object)->int
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{
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LuaStack S(L);
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P1 p1;
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if(S.tryGet(1, p1))
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{
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S.push(functor(object, p1));
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return 1;
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}
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return S.retVoid();
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};
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return ret;
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}
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template <typename R, typename P1>
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static std::function<int(lua_State *, T *)> createFunctor(R (Wrapped::* method)(P1) const)
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{
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auto functor = std::mem_fn(method);
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auto ret = [=](lua_State * L, T * object)->int
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{
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LuaStack S(L);
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P1 p1;
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if(S.tryGet(1, p1))
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{
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S.push(functor(object, p1));
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return 1;
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}
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return S.retVoid();
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};
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return ret;
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}
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};
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}
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