Czech

Linux OpenGL game
Lua scripting language

Load config files by Lua.

source download (20.3kB)

06.05.09

Tutorial describe import Lua to C++ find here.

Example source load config file
K3dEngine.lua

-- Graphics
Graphics=
{
FullScreen=false,
ScreenWidth=800,
ScreenHeight=600,
ColorBits=32,
DepthBits=32,
DisplayFreq=70,
Fovy=60,
Near=2,
Far=32000,
Flags=18
}

--Texture
Texture=
{
Texture=true,
Multitexture=false,
Lightmap=true,
Gamma=10.00000,
Mipmap=true,
Linear=true
}

--FontBmp
FontBmp=
{
Font="/textures/bmpfont/font.bmp",
Italic=false,
DrawFps=true
}

I wrote own class
CLua
that contains all required functions for config file loading.

class CLua
{
	lua_State *m_pLua;	///< Pointer to Lua state
public:
	CLua ()
	{
		// Open Lua
		m_pLua = lua_open();
		luaopen_base(m_pLua);
		luaopen_io(m_pLua);
		luaopen_string(m_pLua);
		luaopen_math(m_pLua);
	}
	~CLua()
	{
		// Close Lua state
		lua_close(m_pLua);
	}
	
	///\brief Load lua script file
	///\param _strFilename Filename string
	///\retval int Positive value, if file correctly loaded 
	int LuaLoadFile(const char *_strFilename)
	{
		return luaL_loadfile(m_pLua, _strFilename);
	}
	
	///\brief Call lua script
	///\param _iNumArgs Number of arguments
	///\param _iNumResults Number of results
	///\param _iErrFunc Error function index
	int LuaPCall(const int _iNumArgs,const int _iNumResults,const int _iErrFunc)
	{
		return lua_pcall(m_pLua, _iNumArgs, _iNumResults, _iErrFunc);
	}
	
	///\brief Draw error message to the konsole and close Lua state
	///\param _strFmt Input message string
	void LuaError (const char *_strFmt, ...)
	{
		va_list argp;
		va_start(argp, _strFmt);
		vfprintf(stderr, _strFmt, argp);
		cerr << endl;
		va_end(argp);
	}
	
	///\brief Convert parameter from stack to the string
	///\param _id Index of stack position
	///\retval string
	const char *LuaToString(const int _id)
	{
		return lua_tostring(m_pLua, _id);
	}
	
	///\brief Convert parameter from stack to the number
	///\param _id Index of stack position
	///\retval double
	double LuaToNumber(const int _id)
	{
		return lua_tonumber (m_pLua, _id);
	}
	
	///\brief Convert parameter from stack to the boolean
	///\param _id Index of stack position
	///\retval double
	int LuaToBoolean(const int _id)
	{
		return lua_toboolean (m_pLua, _id);
	}
	
	///\brief  Read the value of any global Lua variable
	///\param _strVarName Variable name
	void LuaGetGlobal(const char *_strVarName)
	{
		lua_getglobal (m_pLua, _strVarName);
	}
	
	///\brief Check if type of a lua_Object is number
	///\param _id of stack position
	int LuaIsNumber(const int _id)
	{
		return lua_isnumber (m_pLua, _id);
	}
	
	///\brief Check if type of a lua_Object is boolean
	///\param _id of stack position
	int LuaIsBoolean(const int _id)
	{
		return lua_isboolean(m_pLua, _id);
	}
	
	///\brief Check if type of a lua_Object is string
	///\param _id of stack position
	int LuaIsString(const int _id)
	{
		return lua_isstring(m_pLua, _id);
	}
	
	///\brief Push string key to stack
	///\param strKey String key
	void LuaPushString(const char *strKey)
	{
		lua_pushstring(m_pLua, strKey);
	}
	
	///\brief Pop value from stack
	///\param _id of stack position
	void LuaPop(const int _id)
	{	
		lua_pop(m_pLua, _id);
	}
	
	///\brief Read a value from a table that resides somewhere in the stack
	void LuaGetTable(const int _id)
	{
		lua_gettable(m_pLua, _id);
	}
	
	///\brief Get double value from table field
	///\param _strKey Field string key
	///\retval double Double value
	double LuaGetFieldNumber(const char * _strKey)
	{
		double dResult;
		lua_pushstring(m_pLua, _strKey);
		// get table[key] 
		lua_gettable(m_pLua, -2);
		if (!lua_isnumber(m_pLua, -1))
		{
			LuaError("should be a number");
		}
		dResult = lua_tonumber(m_pLua, -1);
		// remove number
		lua_pop(m_pLua, 1);
		return dResult;
	}
	
	///\brief Get bool value from table field
	///\param _strKey Field string key
	///\retval bool Bool value
	bool LuaGetFieldBool(const char * _strKey)
	{
		bool bResult;
		lua_pushstring(m_pLua, _strKey);
		// get table[key] 
		lua_gettable(m_pLua, -2);
		if (!lua_isboolean(m_pLua, -1))
		{
			LuaError("should be a boolean");
		}
		bResult = (bool)lua_toboolean(m_pLua, -1);
		// remove number
		lua_pop(m_pLua, 1);
		return bResult;
	}

	///\brief Get bool value from table field
	///\param _strKey Field string key
	///\retval bool Bool value
	const char *LuaGetFieldString(const char * _strKey)
	{
		const char * strResult;
		lua_pushstring(m_pLua, _strKey);
		// get table[key] 
		lua_gettable(m_pLua, -2);
		if (!lua_isstring(m_pLua, -1))
		{
			LuaError("should be a string");
		}
		strResult = lua_tostring(m_pLua, -1);
		// remove number
		lua_pop(m_pLua, 1);
		return strResult;
	}

	///\brief Get positive if is valid table
	///\param _id of stack position
	int LuaIsTable(const int _id)
	{
		return lua_istable(m_pLua, _id);
	}
	
};

In class constructor we create Lua object. In class destructor we close this.

CLua ()
{
	// Open Lua
	m_pLua = lua_open();
	luaopen_base(m_pLua);
	luaopen_io(m_pLua);
	luaopen_string(m_pLua);
	luaopen_math(m_pLua);
}
~CLua()
{
	// Close Lua state
	lua_close(m_pLua);
}

In class
COptions
we will call
CLua
functions

Load file
K3dEngine.lua

///\brief Load file by Lua
///\param _strFileName Filename
///\retval bool True if file correctly loaded
inline bool COptions::LoadFile(CString& _strFileName)
{
	if(LuaLoadFile(_strFileName.GetString().c_str()) || LuaPCall(0,0,0))
	{
		LuaError("cannot run configuration file: %s", LuaToString(-1));
		return false;
	}
	return true;
}

Open table
Graphics
and load for example bool a int values

LuaGetGlobal("Graphics");
if (!LuaIsTable(-1))
{
	LuaError(" is not a valid graphics table");
}
bool bFullscreen = LuaGetFieldBool("FullScreen");
int iWidth = (int) LuaGetFieldNumber("ScreenWidth");

Open table
Texture
and load for example float value

LuaGetGlobal("Texture");
if (!LuaIsTable(-1))
{
	LuaError(" is not a valid texture table");
}
float fGamma = (float)LuaGetFieldNumber("Gamma");

Open table
FontBmp
and load for example string value

LuaGetGlobal("FontBmp");
if (!LuaIsTable(-1))
{
	LuaError(" is not a valid bmp font table");
}
const char * strFont = LuaGetFieldString("Font");



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