72 lines
2.1 KiB
C++
72 lines
2.1 KiB
C++
#pragma once
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#include "StarThread.hpp"
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#include "StarLua.hpp"
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#include "StarRoot.hpp"
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namespace Star {
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STAR_CLASS(LuaRoot);
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// Loads and caches lua scripts from assets. Automatically clears cache on
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// root reload. Uses an internal LuaEngine, so this and all contexts are meant
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// for single threaded access and have no locking.
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class LuaRoot {
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public:
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LuaRoot();
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~LuaRoot();
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void loadScript(String const& assetPath);
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bool scriptLoaded(String const& assetPath) const;
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void unloadScript(String const& assetPath);
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void restart();
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void shutdown();
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// A script context can be created from the combination of several scripts,
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// the functions / data in each script will be loaded in order, so that later
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// specified scripts will overwrite previous ones.
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//
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// The LuaContext that is returned will have its 'require' function
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// overloaded to take absolute asset paths and load that asset path as a lua
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// module, with protection from duplicate loading.
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LuaContext createContext(String const& script);
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LuaContext createContext(StringList const& scriptPaths = {});
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void collectGarbage(Maybe<unsigned> steps = {});
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void setAutoGarbageCollection(bool autoGarbageColleciton);
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void tuneAutoGarbageCollection(float pause, float stepMultiplier);
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size_t luaMemoryUsage() const;
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size_t scriptCacheMemoryUsage() const;
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void clearScriptCache() const;
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void addCallbacks(String const& groupName, LuaCallbacks const& callbacks);
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LuaEngine& luaEngine() const;
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private:
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class ScriptCache {
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public:
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void loadScript(LuaEngine& engine, String const& assetPath);
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bool scriptLoaded(String const& assetPath) const;
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void unloadScript(String const& assetPath);
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void clear();
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void loadContextScript(LuaContext& context, String const& assetPath);
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size_t memoryUsage() const;
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private:
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mutable RecursiveMutex mutex;
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StringMap<ByteArray> scripts;
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};
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LuaEnginePtr m_luaEngine;
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StringMap<LuaCallbacks> m_luaCallbacks;
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shared_ptr<ScriptCache> m_scriptCache;
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ListenerPtr m_rootReloadListener;
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String m_storageDirectory;
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};
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}
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