345 lines
10 KiB
C++
345 lines
10 KiB
C++
#include <iostream> // cout
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#include <assert.h> // assert()
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#include <string.h> // strstr()
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#ifdef _LINUX_
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#include <sys/time.h>
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#include <stdio.h>
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#include <termios.h>
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#include <unistd.h>
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#else
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#include <conio.h> // kbhit(), getch()
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#include <windows.h> // timeGetTime()
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#endif
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#include <angelscript.h>
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#include "../../../add_on/scriptstdstring/scriptstdstring.h"
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using namespace std;
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#ifdef _LINUX_
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#define UINT unsigned int
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typedef unsigned int DWORD;
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// Linux doesn't have timeGetTime(), this essentially does the same
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// thing, except this is milliseconds since Epoch (Jan 1st 1970) instead
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// of system start. It will work the same though...
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DWORD timeGetTime()
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{
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timeval time;
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gettimeofday(&time, NULL);
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return time.tv_sec*1000 + time.tv_usec/1000;
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}
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// Linux does have a getch() function in the curses library, but it doesn't
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// work like it does on DOS. So this does the same thing, with out the need
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// of the curses library.
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int getch()
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{
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struct termios oldt, newt;
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int ch;
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tcgetattr(STDIN_FILENO, &oldt);
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newt = oldt;
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newt.c_lflag &= ~( ICANON | ECHO );
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tcsetattr( STDIN_FILENO, TCSANOW, &newt );
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ch = getchar();
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tcsetattr( STDIN_FILENO, TCSANOW, &oldt );
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return ch;
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}
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#endif
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// Function prototypes
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int RunApplication();
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void ConfigureEngine(asIScriptEngine *engine);
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int CompileScript(asIScriptEngine *engine);
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void PrintString(string &str);
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void PrintString_Generic(asIScriptGeneric *gen);
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void timeGetTime_Generic(asIScriptGeneric *gen);
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void LineCallback(asIScriptContext *ctx, DWORD *timeOut);
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int main(int argc, char **argv)
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{
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RunApplication();
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// Wait until the user presses a key
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cout << endl << "Press any key to quit." << endl;
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while(!getch());
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return 0;
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}
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void MessageCallback(const asSMessageInfo *msg, void *param)
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{
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const char *type = "ERR ";
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if( msg->type == asMSGTYPE_WARNING )
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type = "WARN";
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else if( msg->type == asMSGTYPE_INFORMATION )
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type = "INFO";
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printf("%s (%d, %d) : %s : %s\n", msg->section, msg->row, msg->col, type, msg->message);
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}
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int RunApplication()
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{
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int r;
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// Create the script engine
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asIScriptEngine *engine = asCreateScriptEngine();
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if( engine == 0 )
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{
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cout << "Failed to create script engine." << endl;
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return -1;
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}
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// The script compiler will write any compiler messages to the callback.
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engine->SetMessageCallback(asFUNCTION(MessageCallback), 0, asCALL_CDECL);
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// Configure the script engine with all the functions,
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// and variables that the script should be able to use.
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ConfigureEngine(engine);
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// Compile the script code
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r = CompileScript(engine);
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if( r < 0 )
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{
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engine->Release();
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return -1;
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}
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// Create a context that will execute the script.
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asIScriptContext *ctx = engine->CreateContext();
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if( ctx == 0 )
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{
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cout << "Failed to create the context." << endl;
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engine->Release();
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return -1;
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}
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// We don't want to allow the script to hang the application, e.g. with an
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// infinite loop, so we'll use the line callback function to set a timeout
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// that will abort the script after a certain time. Before executing the
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// script the timeOut variable will be set to the time when the script must
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// stop executing.
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DWORD timeOut;
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r = ctx->SetLineCallback(asFUNCTION(LineCallback), &timeOut, asCALL_CDECL);
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if( r < 0 )
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{
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cout << "Failed to set the line callback function." << endl;
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ctx->Release();
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engine->Release();
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return -1;
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}
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// Find the function for the function we want to execute.
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asIScriptFunction *func = engine->GetModule(0)->GetFunctionByDecl("float calc(float, float)");
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if( func == 0 )
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{
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cout << "The function 'float calc(float, float)' was not found." << endl;
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ctx->Release();
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engine->Release();
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return -1;
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}
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// Prepare the script context with the function we wish to execute. Prepare()
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// must be called on the context before each new script function that will be
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// executed. Note, that if you intend to execute the same function several
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// times, it might be a good idea to store the function returned by
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// GetFunctionByDecl(), so that this relatively slow call can be skipped.
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r = ctx->Prepare(func);
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if( r < 0 )
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{
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cout << "Failed to prepare the context." << endl;
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ctx->Release();
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engine->Release();
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return -1;
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}
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// Now we need to pass the parameters to the script function.
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ctx->SetArgFloat(0, 3.14159265359f);
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ctx->SetArgFloat(1, 2.71828182846f);
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// Set the timeout before executing the function. Give the function 1 sec
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// to return before we'll abort it.
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timeOut = timeGetTime() + 1000;
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// Execute the function
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cout << "Executing the script." << endl;
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cout << "---" << endl;
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r = ctx->Execute();
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cout << "---" << endl;
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if( r != asEXECUTION_FINISHED )
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{
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// The execution didn't finish as we had planned. Determine why.
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if( r == asEXECUTION_ABORTED )
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cout << "The script was aborted before it could finish. Probably it timed out." << endl;
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else if( r == asEXECUTION_EXCEPTION )
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{
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cout << "The script ended with an exception." << endl;
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// Write some information about the script exception
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asIScriptFunction *func = ctx->GetExceptionFunction();
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cout << "func: " << func->GetDeclaration() << endl;
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cout << "modl: " << func->GetModuleName() << endl;
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cout << "sect: " << func->GetScriptSectionName() << endl;
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cout << "line: " << ctx->GetExceptionLineNumber() << endl;
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cout << "desc: " << ctx->GetExceptionString() << endl;
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}
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else
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cout << "The script ended for some unforeseen reason (" << r << ")." << endl;
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}
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else
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{
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// Retrieve the return value from the context
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float returnValue = ctx->GetReturnFloat();
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cout << "The script function returned: " << returnValue << endl;
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}
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// We must release the contexts when no longer using them
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ctx->Release();
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// Shut down the engine
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engine->ShutDownAndRelease();
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return 0;
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}
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void ConfigureEngine(asIScriptEngine *engine)
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{
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int r;
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// Register the script string type
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// Look at the implementation for this function for more information
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// on how to register a custom string type, and other object types.
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RegisterStdString(engine);
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if( !strstr(asGetLibraryOptions(), "AS_MAX_PORTABILITY") )
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{
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// Register the functions that the scripts will be allowed to use.
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// Note how the return code is validated with an assert(). This helps
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// us discover where a problem occurs, and doesn't pollute the code
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// with a lot of if's. If an error occurs in release mode it will
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// be caught when a script is being built, so it is not necessary
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// to do the verification here as well.
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r = engine->RegisterGlobalFunction("void Print(string &in)", asFUNCTION(PrintString), asCALL_CDECL); assert( r >= 0 );
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r = engine->RegisterGlobalFunction("uint GetSystemTime()", asFUNCTION(timeGetTime), asCALL_STDCALL); assert( r >= 0 );
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}
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else
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{
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// Notice how the registration is almost identical to the above.
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r = engine->RegisterGlobalFunction("void Print(string &in)", asFUNCTION(PrintString_Generic), asCALL_GENERIC); assert( r >= 0 );
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r = engine->RegisterGlobalFunction("uint GetSystemTime()", asFUNCTION(timeGetTime_Generic), asCALL_GENERIC); assert( r >= 0 );
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}
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// It is possible to register the functions, properties, and types in
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// configuration groups as well. When compiling the scripts it then
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// be defined which configuration groups should be available for that
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// script. If necessary a configuration group can also be removed from
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// the engine, so that the engine configuration could be changed
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// without having to recompile all the scripts.
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}
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int CompileScript(asIScriptEngine *engine)
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{
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int r;
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// We will load the script from a file on the disk.
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FILE *f = fopen("script.as", "rb");
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if( f == 0 )
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{
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cout << "Failed to open the script file 'script.as'." << endl;
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return -1;
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}
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// Determine the size of the file
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fseek(f, 0, SEEK_END);
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int len = ftell(f);
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fseek(f, 0, SEEK_SET);
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// On Win32 it is possible to do the following instead
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// int len = _filelength(_fileno(f));
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// Read the entire file
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string script;
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script.resize(len);
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size_t c = fread(&script[0], len, 1, f);
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fclose(f);
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if( c == 0 )
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{
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cout << "Failed to load script file." << endl;
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return -1;
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}
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// Add the script sections that will be compiled into executable code.
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// If we want to combine more than one file into the same script, then
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// we can call AddScriptSection() several times for the same module and
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// the script engine will treat them all as if they were one. The script
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// section name, will allow us to localize any errors in the script code.
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asIScriptModule *mod = engine->GetModule(0, asGM_ALWAYS_CREATE);
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r = mod->AddScriptSection("script", &script[0], len);
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if( r < 0 )
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{
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cout << "AddScriptSection() failed" << endl;
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return -1;
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}
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// Compile the script. If there are any compiler messages they will
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// be written to the message stream that we set right after creating the
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// script engine. If there are no errors, and no warnings, nothing will
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// be written to the stream.
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r = mod->Build();
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if( r < 0 )
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{
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cout << "Build() failed" << endl;
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return -1;
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}
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// The engine doesn't keep a copy of the script sections after Build() has
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// returned. So if the script needs to be recompiled, then all the script
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// sections must be added again.
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// If we want to have several scripts executing at different times but
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// that have no direct relation with each other, then we can compile them
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// into separate script modules. Each module use their own namespace and
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// scope, so function names, and global variables will not conflict with
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// each other.
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return 0;
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}
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void LineCallback(asIScriptContext *ctx, DWORD *timeOut)
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{
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// If the time out is reached we abort the script
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if( *timeOut < timeGetTime() )
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ctx->Abort();
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// It would also be possible to only suspend the script,
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// instead of aborting it. That would allow the application
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// to resume the execution where it left of at a later
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// time, by simply calling Execute() again.
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}
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// Function implementation with native calling convention
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void PrintString(string &str)
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{
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cout << str;
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}
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// Function implementation with generic script interface
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void PrintString_Generic(asIScriptGeneric *gen)
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{
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string *str = (string*)gen->GetArgAddress(0);
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cout << *str;
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}
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// Function wrapper is needed when native calling conventions are not supported
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void timeGetTime_Generic(asIScriptGeneric *gen)
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{
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gen->SetReturnDWord(timeGetTime());
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}
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