Add Lua scripting support to desktop emulator
- Created emulator-specific lua_game_emulator.cpp using filesystem instead of FatFS - Created lua_game_loader_emulator.cpp to scan games/lua_examples directory - Updated CMakeLists.txt to include Lua 5.4 engine and bindings - Updated to SFML 3.0 API compatibility (event handling, sprite initialization) - Updated Game class to use public members for Lua bindings - Updated GameLauncher to use std::function for lambda captures - Added continuous 60 FPS rendering for smooth display - Emulator now loads and runs all three example Lua games
This commit is contained in:
193
emulator/lua_game_emulator.cpp
Normal file
193
emulator/lua_game_emulator.cpp
Normal file
@@ -0,0 +1,193 @@
|
||||
// ============================================================================
|
||||
// LUA GAME WRAPPER - EMULATOR IMPLEMENTATION
|
||||
// ============================================================================
|
||||
// Manages Lua VM lifecycle and script execution for desktop emulator
|
||||
|
||||
#include "../games/lua_game.h"
|
||||
#include "../games/lua_bindings.h"
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
LuaGame::LuaGame(const char* script_path, uint16_t width, uint16_t height,
|
||||
LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
|
||||
: Game(width, height, renderer, gui, input_manager),
|
||||
L(nullptr),
|
||||
script_path(script_path),
|
||||
loaded(false) {
|
||||
|
||||
// Create new Lua state
|
||||
L = luaL_newstate();
|
||||
if (!L) {
|
||||
error_message = "Failed to create Lua state";
|
||||
printf("LuaGame: %s\n", error_message.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
// Open standard Lua libraries (math, string, table, coroutine)
|
||||
luaL_openlibs(L);
|
||||
|
||||
// Register game API bindings
|
||||
lua_bindings_register(L, this);
|
||||
|
||||
// Load the script
|
||||
loaded = load_script();
|
||||
|
||||
if (!loaded) {
|
||||
printf("LuaGame: Failed to load %s: %s\n", script_path, error_message.c_str());
|
||||
} else {
|
||||
printf("LuaGame: Successfully loaded %s\n", script_path);
|
||||
}
|
||||
}
|
||||
|
||||
LuaGame::~LuaGame() {
|
||||
if (L) {
|
||||
lua_close(L);
|
||||
L = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
bool LuaGame::load_script() {
|
||||
// Open Lua script from filesystem (emulator)
|
||||
std::ifstream file(script_path);
|
||||
if (!file.is_open()) {
|
||||
error_message = "Failed to open file: " + script_path;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read entire file into string
|
||||
std::stringstream buffer;
|
||||
buffer << file.rdbuf();
|
||||
std::string script_content = buffer.str();
|
||||
file.close();
|
||||
|
||||
if (script_content.empty()) {
|
||||
error_message = "Script file is empty";
|
||||
return false;
|
||||
}
|
||||
|
||||
if (script_content.size() > 64 * 1024) { // Limit to 64KB
|
||||
error_message = "Script file too large (> 64KB)";
|
||||
return false;
|
||||
}
|
||||
|
||||
// Load script into Lua
|
||||
int result = luaL_loadbuffer(L, script_content.c_str(), script_content.size(), script_path.c_str());
|
||||
|
||||
if (result != LUA_OK) {
|
||||
report_error("load script");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Execute script (loads functions into global namespace)
|
||||
result = lua_pcall(L, 0, 0, 0);
|
||||
if (result != LUA_OK) {
|
||||
report_error("execute script");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void LuaGame::init() {
|
||||
if (!loaded) return;
|
||||
|
||||
// Call Lua init() function if it exists
|
||||
lua_getglobal(L, "init");
|
||||
if (lua_isfunction(L, -1)) {
|
||||
call_lua_function("init", 0, 0);
|
||||
} else {
|
||||
lua_pop(L, 1); // Pop non-function value
|
||||
printf("LuaGame: Warning - no init() function found\n");
|
||||
}
|
||||
}
|
||||
|
||||
bool LuaGame::update(const InputEvent& event) {
|
||||
if (!loaded) return false;
|
||||
|
||||
// Call Lua update(event) function if it exists
|
||||
lua_getglobal(L, "update");
|
||||
if (!lua_isfunction(L, -1)) {
|
||||
lua_pop(L, 1);
|
||||
return false; // No update function, no redraw needed
|
||||
}
|
||||
|
||||
// Push event table to Lua
|
||||
lua_newtable(L);
|
||||
|
||||
lua_pushstring(L, "type");
|
||||
lua_pushinteger(L, (int)event.type);
|
||||
lua_settable(L, -3);
|
||||
|
||||
lua_pushstring(L, "x");
|
||||
lua_pushinteger(L, event.x);
|
||||
lua_settable(L, -3);
|
||||
|
||||
lua_pushstring(L, "y");
|
||||
lua_pushinteger(L, event.y);
|
||||
lua_settable(L, -3);
|
||||
|
||||
lua_pushstring(L, "button_id");
|
||||
lua_pushinteger(L, event.button_id);
|
||||
lua_settable(L, -3);
|
||||
|
||||
lua_pushstring(L, "valid");
|
||||
lua_pushboolean(L, event.valid);
|
||||
lua_settable(L, -3);
|
||||
|
||||
// Call update(event) with 1 arg, expecting 1 result (needs_redraw)
|
||||
if (!call_lua_function("update", 1, 1)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get return value (needs redraw?)
|
||||
bool needs_redraw = lua_toboolean(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
return needs_redraw;
|
||||
}
|
||||
|
||||
void LuaGame::draw() {
|
||||
if (!loaded) return;
|
||||
|
||||
// Call Lua draw() function if it exists
|
||||
lua_getglobal(L, "draw");
|
||||
if (lua_isfunction(L, -1)) {
|
||||
call_lua_function("draw", 0, 0);
|
||||
} else {
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
}
|
||||
|
||||
bool LuaGame::wants_to_exit() const {
|
||||
if (!L) return false;
|
||||
|
||||
// Check if Lua script requested exit
|
||||
lua_pushstring(L, "__exit_requested");
|
||||
lua_gettable(L, LUA_REGISTRYINDEX);
|
||||
bool exit = lua_toboolean(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
return exit;
|
||||
}
|
||||
|
||||
bool LuaGame::call_lua_function(const char* func_name, int nargs, int nresults) {
|
||||
int result = lua_pcall(L, nargs, nresults, 0);
|
||||
if (result != LUA_OK) {
|
||||
report_error(func_name);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void LuaGame::report_error(const char* context) {
|
||||
const char* msg = lua_tostring(L, -1);
|
||||
if (msg) {
|
||||
error_message = context;
|
||||
error_message += ": ";
|
||||
error_message += msg;
|
||||
printf("LuaGame Error [%s]: %s\n", context, msg);
|
||||
}
|
||||
lua_pop(L, 1); // Pop error message
|
||||
}
|
||||
Reference in New Issue
Block a user