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/*
* 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_ */
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