New UI framework stuff + lua

This commit is contained in:
Antoine Pilote
2021-05-25 21:38:22 -04:00
parent 1f1047d23b
commit 3843a3fe2d
34 changed files with 28609 additions and 73 deletions

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#include "ScriptLoader.h"
#include <windows.h>
#include <libloaderapi.h>
bool ScriptLoader::RegisterScript(ScriptableEntity* script)
{
return false;
}
bool ScriptLoader::LoadModule(const std::string& path)
{
HMODULE loadedLib = LoadLibraryA(path.c_str());
if (!loadedLib) {
printf("Failed to load library\n");
return false;
}
printf("Library loaded\n");
ScriptModuleRegister* functionPointer = (ScriptModuleRegister*)GetProcAddress(loadedLib, "Register");
functionPointer();
return true;
}

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#pragma once
#include "ScriptModule.h"
#include <map>
#include <string>
#include "../Scene/Entities/ScriptableEntity.h"
typedef void (ScriptModuleRegister)();
//#define X_INPUT_GET_STATE(name) DWORD WINAPI name(DWORD dwUserIndex, XINPUT_STATE* pState)
// Now we create a typedef for this function pointer
//typedef X_INPUT_GET_STATE(x_input_get_state);
extern "C"
{
class ScriptLoader
{
private:
static std::map<std::string, ScriptableEntity*> m_Scripts;
public:
static bool RegisterScript(ScriptableEntity* script);
static ScriptableEntity* GetScript(std::string script) {
return m_Scripts[script];
}
static bool LoadModule(const std::string& path);
};
}

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#pragma once
class ScriptModule
{
public:
virtual void Register();
};

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#include "ScriptingEngine.h"
#include <src/Vendors/sol/sol.hpp>
#include <iostream>
#include <fstream>
inline void my_panic(sol::optional<std::string> maybe_msg) {
std::cerr << "Lua script error detected!" << std::endl;
if (maybe_msg) {
const std::string& msg = maybe_msg.value();
std::cerr << "\terror message: " << msg << std::endl;
}
}
sol::state ScriptingEngine::lua = sol::state(sol::c_call<decltype(&my_panic), &my_panic>);
void ScriptingEngine::Init()
{
lua.open_libraries(sol::lib::base, sol::lib::package);
}
void ScriptingEngine::RunFile(const std::string& path)
{
}
void ScriptingEngine::RunCode(const std::string& code)
{
lua.script(code);
bool isfullscreen = lua["config"]["fullscreen"];
sol::table config = lua["config"];
float x = lua["config"]["resolution"]["x"];
return;
}
void ScriptingEngine::UpdateScript(const std::string& path)
{
std::string fileContent;
std::string allFile = "";
// Read from the text file
std::ifstream MyReadFile("resources/Scripts/test.lua");
// Use a while loop together with the getline() function to read the file line by line
while (getline(MyReadFile, fileContent)) {
allFile.append(fileContent);
}
// Close the file
MyReadFile.close();
try {
auto bad_code_result = lua.script(allFile);
// it did not work
if (!bad_code_result.valid())
{
printf(std::to_string((int)(bad_code_result.status())).c_str());
return;
}
int result = lua["update"]();
}
catch (int e)
{
}
return;
}
void ScriptingEngine::Close()
{
}

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#pragma once
#include <string>
#include "sol/forward.hpp"
#include <map>
#include <string>
class ScriptingEngine
{
private:
static sol::state lua;
static std::map<std::string, std::string> m_Scripts;
public:
static void Init();
static void RegisterScript(std::string path);
static void InitScript(std::string path);
static void UpdateScript(std::string path);
static void ExitScript(std::string path);
static void RunFile(const std::string& path);
static void UpdateScript(const std::string& path);
static void RunCode(const std::string& code);
static void Close();
};