我正在尝试将纹理从 Lua 脚本加载到我的 C++ 游戏引擎中。
该引擎使用一个名为“ResourceHolder”的类,枚举类型来自一个名为“ResourceIdenifiers”的类。
我的游戏场景为纹理和字体(以及我需要的任何其他内容)创建了自己的 ResourceHolder。所以我有 Textures::ID(枚举类型)和 Fonts::ID 的命名空间。
所以我只是创建了一个 TextureHolder 对象'mTextures'
TextureHolder mTextures;
然后我简单地用单线很容易地加载纹理,如下所示:
mTextures.load(Textures::Airplane2, "../GFX/Airplane2.png");
问题是我不能在 Lua 中使用这些枚举类型,尽管我计划在我的 lua.script 文件中有这样的东西:
allTextures
{
--Airplanes
["Airplane1"] = "../GFX/Airplane1.png",
["Airplane2"] = "../GFX/Airplane2.png",
--Or something like this instead
["Textures::Airplane3"] = "../GFX/Airplane3.png"
}
让 Lua 脚本处理这些枚举类型的最简单方法是什么?
这是我的 ResourceIdentifier 和 ResourceHolder 类。
资源标识符.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(相关性较低)
#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