khanat-opennel-code/code/nel/include/nel/gui/lua_manager.h
2015-12-13 20:23:08 +01:00

82 lines
2.2 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef LUA_MANAGER_H
#define LUA_MANAGER_H
#include "nel/misc/smart_ptr.h"
namespace NLGUI
{
class CLuaState;
/**
Lua Manager
Provides a single global access point to the Lua state, and related stuff. :(
*/
class CLuaManager
{
public:
/// Get or create singleton
static CLuaManager& getInstance()
{
if( instance == NULL )
{
instance = new CLuaManager();
}
return *instance;
}
/// Release singleton
static void releaseInstance();
/// Enables attaching the Lua debugger in the CLuaState instance, only matters on startup.
static void enableLuaDebugging(){ debugLua = true; }
/// Returns the Lua state.
NLGUI::CLuaState* getLuaState() const{ return luaState; }
/**
Executes a Lua script
@param luaScript - the script we want to execute ( the actual script, not the filename! )
@param smallScript - true if the script is very small, so it can be cached for the possible next execution.
*/
bool executeLuaScript( const std::string &luaScript, bool smallScript = false );
/// Resets the Lua state, that is deallocates it and allocates a new one.
void ResetLuaState();
/// Forces the Garbage Collector to run.
void forceGarbageCollect();
static void setEditorMode( bool b ){ editorMode = b; }
private:
CLuaManager();
~CLuaManager();
static CLuaManager *instance;
static bool debugLua;
static bool editorMode;
NLGUI::CLuaState *luaState;
};
}
#endif