Files
2013-04-25 13:56:18 -07:00

135 lines
4.1 KiB
ActionScript

// Copyright (c) 2013 Adobe Systems Inc
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
package
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display3D.*;
import flash.utils.Dictionary;
import flash.utils.getTimer;
import flash.external.ExternalInterface;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
import flash.events.MouseEvent;
import starling.core.Starling;
import starling.core.RenderSupport;
import starling.display.Image;
import starling.display.Sprite;
import starling.events.Event;
import starling.textures.Texture;
import starling.textures.RenderTexture;
import com.adobe.utils.AGALMacroAssembler;
import sample.lua.CModule;
import sample.lua.__lua_objrefs;
import Lua;
import LuaDisplayObject;
public class LuaGame extends Sprite
{
public static var luascript:String
public var luastate:int
private var panicabort:Boolean = false
public function LuaGame()
{
// trick mxmlc into linking these classes
var pointlessref1:LuaDisplayObject = null
var pointlessref2:AGALMacroAssembler = null
var pointlesref3:RenderTexture = null
addEventListener(Event.ADDED_TO_STAGE, onAdded)
addEventListener(Event.ENTER_FRAME, update)
}
private function push_objref(o:*):void
{
var udptr:int = Lua.push_flashref(luastate)
sample.lua.__lua_objrefs[udptr] = o
}
public function onError(e:*):void
{
trace(e)
if(ExternalInterface.available) {
ExternalInterface.call("reportError", e.toString())
}
Starling.current.stop()
}
public function atPanic(e:*): void
{
onError("Lua Panic: " + Lua.luaL_checklstring(luastate, -1, 0))
panicabort = true
}
private function onAdded(e:*):void
{
// Initialize Lua and load our script
var err:int = 0
luastate = Lua.luaL_newstate()
panicabort = false
Lua.lua_atpanic(luastate, atPanic)
Lua.luaL_openlibs(luastate)
err = Lua.luaL_loadstring(luastate, luascript)
if(err) {
onError("Error " + err + ": " + Lua.luaL_checklstring(luastate, 1, 0))
Lua.lua_close(luastate)
return
}
try {
sample.lua.__lua_objrefs = new Dictionary()
// This runs everything in the global scope
err = Lua.lua_pcallk(luastate, 0, Lua.LUA_MULTRET, 0, 0, null)
// give the lua code a reference to this and Starling
Lua.lua_getglobal(luastate, "setupGame")
push_objref(this)
push_objref(Starling.current.nativeStage.stage3Ds[0].context3D)
Lua.lua_pushinteger(luastate, Starling.current.viewPort.width)
Lua.lua_pushinteger(luastate, Starling.current.viewPort.height)
Lua.lua_callk(luastate, 4, 0, 0, null)
} catch(e:*) {
onError("Exception thrown while initializing code:\n" + e + e.getStackTrace());
}
}
private function update(e:*):void
{
try {
Lua.lua_getglobal(luastate, "starlingUpdate")
Lua.lua_callk(luastate, 0, 0, 0, null)
} catch(e:*) {
if(!panicabort)
onError("Exception thrown while calling starlingUpdate:\n" + e + e.getStackTrace());
}
}
}
}