Sdk/LuaBinding: Add support for component binding without default constructor (will throw a lua error)

This commit is contained in:
Jérôme Leclercq 2017-07-27 11:41:13 +02:00
parent 6047018082
commit 326fb930af
1 changed files with 32 additions and 14 deletions

View File

@ -6,6 +6,35 @@
namespace Ndk
{
namespace Detail
{
template<bool HasDefaultConstructor>
struct AddComponentIf;
template<>
struct AddComponentIf<true>
{
template<typename T>
static int AddComponent(Nz::LuaState& lua, EntityHandle& handle)
{
T& component = handle->AddComponent<T>();
lua.Push(component.CreateHandle());
return 1;
}
};
template<>
struct AddComponentIf<false>
{
template<typename T>
static int AddComponent(Nz::LuaState& lua, EntityHandle& /*handle*/)
{
lua.Error("Component has no default constructor and cannot be created from Lua yet");
return 0;
}
};
}
/*!
* \brief Binds a component to a name
*
@ -13,14 +42,15 @@ namespace Ndk
*
* \remark Produces a NazaraAssert if name is empty
*/
template<typename T>
void LuaBinding::BindComponent(const Nz::String& name)
{
NazaraAssert(!name.IsEmpty(), "Component name cannot be empty");
static_assert(std::is_base_of<BaseComponent, T>::value, "ComponentType must inherit BaseComponent");
ComponentBinding binding;
binding.adder = &AddComponentOfType<T>;
binding.adder = &Detail::AddComponentIf<std::is_default_constructible<T>::value>::AddComponent<T>;
binding.getter = &PushComponentOfType<T>;
binding.index = T::componentIndex;
binding.name = name;
@ -32,21 +62,9 @@ namespace Ndk
m_componentBindingByName[name] = T::componentIndex;
}
template<typename T>
int LuaBinding::AddComponentOfType(Nz::LuaState& lua, EntityHandle& handle)
{
static_assert(std::is_base_of<BaseComponent, T>::value, "ComponentType must inherit BaseComponent");
T& component = handle->AddComponent<T>();
lua.Push(component.CreateHandle());
return 1;
}
template<typename T>
int LuaBinding::PushComponentOfType(Nz::LuaState& lua, BaseComponent& component)
{
static_assert(std::is_base_of<BaseComponent, T>::value, "ComponentType must inherit BaseComponent");
T& rightComponent = static_cast<T&>(component);
lua.Push(rightComponent.CreateHandle());
return 1;