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:
Adolfo Reyna
2026-02-07 12:14:33 -05:00
parent e6e4eca188
commit 285dffc32e
10 changed files with 447 additions and 51 deletions

View File

@@ -0,0 +1,159 @@
// ============================================================================
// LUA GAME LOADER - EMULATOR IMPLEMENTATION
// ============================================================================
// Discovers Lua scripts from filesystem and integrates with game launcher
#include "../games/lua_game_loader.h"
#include "../games/lua_game.h"
#include <stdio.h>
#include <string.h>
#include <vector>
#include <fstream>
#include <sstream>
#include <filesystem>
#include <iostream>
namespace fs = std::filesystem;
// Structure to hold script path for factory closure
struct LuaGameFactoryData {
char script_path[256];
};
static std::vector<LuaGameFactoryData*> factory_data_list;
bool LuaGameLoader::parse_metadata(const char* script_path, char* name, char* description) {
// Default name from filename
fs::path path(script_path);
std::string filename = path.stem().string(); // Get filename without extension
strncpy(name, filename.c_str(), 63);
name[63] = '\0';
// Default empty description
description[0] = '\0';
// Try to open file and parse metadata comments
std::ifstream file(script_path);
if (!file.is_open()) {
printf("LuaGameLoader: Warning - could not open %s for metadata\n", script_path);
return false;
}
// Read first 512 bytes to look for metadata comments
char buffer[512];
file.read(buffer, sizeof(buffer) - 1);
std::streamsize bytes_read = file.gcount();
file.close();
if (bytes_read == 0) {
return false;
}
buffer[bytes_read] = '\0';
// Parse metadata comments: -- NAME: Game Name
char* line = buffer;
while (line && (line - buffer) < bytes_read) {
char* next_line = strchr(line, '\n');
if (next_line) *next_line = '\0';
// Check for -- NAME:
if (strncmp(line, "-- NAME:", 8) == 0) {
const char* value = line + 8;
while (*value == ' ') value++; // Skip spaces
strncpy(name, value, 63);
name[63] = '\0';
}
// Check for -- DESC:
else if (strncmp(line, "-- DESC:", 8) == 0) {
const char* value = line + 8;
while (*value == ' ') value++;
strncpy(description, value, 127);
description[127] = '\0';
}
if (next_line) {
line = next_line + 1;
} else {
break;
}
}
return true;
}
int LuaGameLoader::register_all_games(GameLauncher* launcher) {
int count = 0;
printf("LuaGameLoader: Scanning games/lua_examples directory for .lua scripts...\n");
// Path to lua examples relative to emulator binary
const char* search_paths[] = {
"../games/lua_examples",
"games/lua_examples",
"./lua_examples"
};
fs::path games_dir;
bool found_dir = false;
// Try to find the lua_examples directory
for (const char* search_path : search_paths) {
if (fs::exists(search_path) && fs::is_directory(search_path)) {
games_dir = fs::path(search_path);
found_dir = true;
break;
}
}
if (!found_dir) {
printf("LuaGameLoader: Could not find games/lua_examples directory\n");
printf("LuaGameLoader: Tried: ../games/lua_examples, games/lua_examples, ./lua_examples\n");
return 0;
}
printf("LuaGameLoader: Found directory: %s\n", games_dir.string().c_str());
// Scan for .lua files
try {
for (const auto& entry : fs::directory_iterator(games_dir)) {
if (!entry.is_regular_file()) continue;
// Check for .lua extension
if (entry.path().extension() != ".lua") continue;
std::string script_path = entry.path().string();
// Parse metadata
char name[64];
char description[128];
parse_metadata(script_path.c_str(), name, description);
printf("LuaGameLoader: Found %s - '%s'\n", entry.path().filename().string().c_str(), name);
// Create factory data (persistent for game lifetime)
LuaGameFactoryData* data = new LuaGameFactoryData();
strncpy(data->script_path, script_path.c_str(), sizeof(data->script_path) - 1);
data->script_path[sizeof(data->script_path) - 1] = '\0';
factory_data_list.push_back(data);
// Register with launcher - using lambda factory pattern
launcher->register_game(
name,
description[0] ? description : "Lua Script",
[data](uint16_t width, uint16_t height, LowLevelRenderer* renderer,
LowLevelGUI* gui, InputManager* input_manager) -> Game* {
return new LuaGame(data->script_path, width, height, renderer, gui, input_manager);
}
);
count++;
}
} catch (const fs::filesystem_error& e) {
printf("LuaGameLoader: Error scanning directory: %s\n", e.what());
return count;
}
printf("LuaGameLoader: Registered %d Lua games\n", count);
return count;
}