/* * LuaScriptInterface.h * * Created on: Feb 11, 2012 * Author: Simon */ #ifndef LUASCRIPTINTERFACE_H_ #define LUASCRIPTINTERFACE_H_ extern "C" { #include "lua.h" #include "lauxlib.h" #include "lualib.h" } #include "CommandInterface.h" #include "simulation/Simulation.h" //Because lua only has bindings for C, we're going to have to go outside "outside" the LuaScriptInterface, this means we can only have one instance :( #define LOCAL_LUA_DIR "Lua" #define LUACON_MDOWN 1 #define LUACON_MUP 2 #define LUACON_MPRESS 3 #define LUACON_KDOWN 1 #define LUACON_KUP 2 //Bitmasks for things that might need recalculating after changes to tpt.el #define LUACON_EL_MODIFIED_CANMOVE 0x1 #define LUACON_EL_MODIFIED_GRAPHICS 0x2 #define LUACON_EL_MODIFIED_MENUS 0x4 class TPTScriptInterface; class LuaScriptInterface: public CommandInterface { int luacon_mousex, luacon_mousey, luacon_selectedl, luacon_selectedr, luacon_mousebutton, luacon_brushx, luacon_brushy; bool luacon_mousedown; bool currentCommand; TPTScriptInterface * legacy; public: lua_State *l; LuaScriptInterface(GameModel * m); virtual bool OnBrushChanged(int brushType, int rx, int ry); virtual bool OnMouseMove(int x, int y, int dx, int dy); virtual bool OnMouseDown(int x, int y, unsigned button); virtual bool OnMouseUp(int x, int y, unsigned button); virtual bool OnMouseWheel(int x, int y, int d); virtual bool OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool alt); virtual bool OnKeyRelease(int key, Uint16 character, bool shift, bool ctrl, bool alt); virtual void OnTick(); virtual int Command(std::string command); virtual std::string FormatCommand(std::string command); virtual ~LuaScriptInterface(); }; #endif /* LUASCRIPTINTERFACE_H_ */