re-register all ActorCommands after resetting Lua

This commit is contained in:
Chris Danford
2005-02-05 10:15:15 +00:00
parent 69a175f001
commit e2da825c30
3 changed files with 52 additions and 13 deletions
+37 -4
View File
@@ -7,6 +7,22 @@
#include "LuaManager.h"
#include "LuaBinding.h"
static vector<ActorCommands*>* g_pActorCommands;
static void Subscribe( ActorCommands* p )
{
if( g_pActorCommands == NULL )
g_pActorCommands = new vector<ActorCommands*>;
g_pActorCommands->push_back( p );
}
static void Unsubscribe( ActorCommands* p )
{
vector<ActorCommands*>::iterator iter = find( g_pActorCommands->begin(), g_pActorCommands->end(), p );
ASSERT( iter != g_pActorCommands->end() );
g_pActorCommands->erase( iter );
}
static CString GetNextFunctionName()
{
static int id = 0;
@@ -16,17 +32,25 @@ static CString GetNextFunctionName()
ActorCommands::ActorCommands( const Commands& cmds )
{
Register( cmds );
Subscribe( this );
m_cmds = cmds;
Register();
}
ActorCommands::~ActorCommands()
{
Unsubscribe( this );
if( m_sLuaFunctionName.size() )
Unregister();
}
ActorCommands::ActorCommands( const ActorCommands& cpy )
{
Subscribe( this );
m_sLuaFunctionName = GetNextFunctionName();
/* We need to make a new function, since we'll be unregistered separately. Set
@@ -56,9 +80,9 @@ void ActorCommands::PushSelf( lua_State *L ) const
ASSERT_M( !lua_isnil(L, -1), m_sLuaFunctionName.c_str() )
}
void ActorCommands::Register( const Commands& cmds )
void ActorCommands::Register()
{
if( cmds.v.size() == 0 )
if( m_cmds.v.size() == 0 )
{
m_sLuaFunctionName = "nop";
return;
@@ -76,7 +100,7 @@ void ActorCommands::Register( const Commands& cmds )
s << m_sLuaFunctionName << " = function(self)\n";
FOREACH_CONST( Command, cmds.v, c )
FOREACH_CONST( Command, m_cmds.v, c )
{
const Command& cmd = (*c);
CString sName = cmd.GetName();
@@ -146,6 +170,15 @@ void ActorCommands::Unregister()
m_sLuaFunctionName = "";
}
void ActorCommands::ReRegisterAll()
{
if( g_pActorCommands == NULL )
return;
FOREACH( ActorCommands*, *g_pActorCommands, p )
(*p)->Register();
}
/*
* (c) 2004 Chris Danford
* All rights reserved.