I am trying to load textures from a Lua script, to my game engine in C++.
The engine uses a class called "ResourceHolder" and the enumerated type is from a class called "ResourceIdenifiers".
My game scene creates its own ResourceHolder for both Textures & Fonts (as well as anything else I need). So I have namespaces for Textures::ID (enum type) and Fonts::ID.
So I simply create a TextureHolder object 'mTextures'
TextureHolder mTextures;
Then I simply load the textures in very easily with a singe line as so:
mTextures.load(Textures::Airplane2, "../GFX/Airplane2.png");
The problem is that I cannot use these enumerated types in Lua, despite my plan to have something like this in my lua.script file:
allTextures
{
--Airplanes
["Airplane1"] = "../GFX/Airplane1.png",
["Airplane2"] = "../GFX/Airplane2.png",
--Or something like this instead
["Textures::Airplane3"] = "../GFX/Airplane3.png"
}
What is the easiest way to allow the Lua script to handle these enumerated types?
Here are my classes for ResourceIdentifier and ResourceHolder.
ResourceIdentifier.h
#ifndef RESOURCEIDENTIFIERS_H
#define RESOURCEIDENTIFIERS_H
// Forward declaration of SFML classes
namespace sf
{
class Texture;
class Font;
}
namespace Textures
{
enum ID
{
//Airplanes
Airplane1,
Airplane2,
Airplane3,
Background1,
Background2,
};
}
namespace Fonts
{
enum ID
{
Main,
};
}
// Forward declaration and a few type definitions
template <typename Resource, typename Identifier>
class ResourceHolder;
typedef ResourceHolder<sf::Texture, Textures::ID> TextureHolder;
typedef ResourceHolder<sf::Font, Fonts::ID> FontHolder;
#endif // RESOURCEIDENTIFIERS_H
ResourceHolder.h (less relevant)
#ifndef RESOURCEHOLDER_H
#define RESOURCEHOLDER_H
#include <map>
#include <string>
#include <memory>
#include <stdexcept>
#include <cassert>
#include <SFML/Graphics/Image.hpp>
template <typename Resource, typename Identifier>
//This class stores Identifier so they can be accessed.
class ResourceHolder
{
public:
//This creates loads the texture from the filename, gives it an ID, and stores it in the std::map container mTextureMap.
void load(Identifier id, const std::string& filename);
void loadImage(Identifier id, const sf::Image& image);
template <typename Parameter>
void load(Identifier id, const std::string& filename, const Parameter& secondParam);
//This gets the texture from the std::map container, so it can be used. It gets the Resource based on the texture's ID (name).
Resource& get(Identifier id);
const Resource& get(Identifier id) const;
//^SFML book - Chapter 2 - "Accessing the Identifier" ??? For when you dont want to allow editing of the Texture???
private:
//A map stores all of the Identifier. The std::map< (1 parameter) 'Name of Resource', (2 parameter) a unique pointer of the Resource).
std::map<Identifier, std::unique_ptr<Resource> > mResourceMap;
};
#include "ResourceHolder.inl"
#endif // RESOURCEHOLDER_H