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#include "script.h"
#include "data.h"
#include "script-lua.h"
using namespace Retro;
using namespace std;
Variant::Variant(int64_t i)
: m_type(Type::INT)
, m_vi(i) {
}
Variant::Variant(double d)
: m_type(Type::FLOAT)
, m_vf(d) {
}
Variant::Variant(bool b)
: m_type(Type::BOOL)
, m_vb(b) {
}
Variant::operator int64_t() const {
return cast<int64_t>();
}
Variant::operator int() const {
return cast<int>();
}
Variant::operator float() const {
return cast<float>();
}
Variant::operator double() const {
return cast<double>();
}
Variant::operator bool() const {
return cast<bool>();
}
static unordered_map<string, function<shared_ptr<ScriptContext>()>> s_scriptTypes{
make_pair("lua", ScriptLua::create),
};
static unordered_map<string, shared_ptr<ScriptContext>> s_scriptContexts;
shared_ptr<ScriptContext> ScriptContext::get(const string& type) {
if (type.empty() && s_scriptContexts.size() == 1) {
return s_scriptContexts.begin()->second;
}
const auto& foundContext = s_scriptContexts.find(type);
if (foundContext != s_scriptContexts.end()) {
return foundContext->second;
}
const auto& found = s_scriptTypes.find(type);
if (found == s_scriptTypes.end()) {
return nullptr;
}
shared_ptr<ScriptContext> context = found->second();
if (!context->init()) {
return nullptr;
}
s_scriptContexts[type] = context;
return context;
}
vector<string> ScriptContext::listContexts() {
vector<string> contexts;
for (const auto& context : s_scriptContexts) {
contexts.emplace_back(context.first);
}
return contexts;
}
void ScriptContext::reset() {
s_scriptContexts.clear();
}
void ScriptContext::setData(const GameData* data) {
m_data = data;
}
const GameData* ScriptContext::data() {
return m_data;
}