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engine.cpp
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442 lines (357 loc) · 13 KB
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// _call_lua(function_name) is syntatic sugar for keeping the code terse
void Engine::_call_lua(string function_name)
{
lua_getglobal(this->L, function_name.c_str()); // push the function name on to the stack
// this->display_stack_length();
// If the function name on the stack is an actual function in the LUA script, then call it
if (lua_isfunction(this->L,-1))
{
if (lua_pcall(this->L, 0, 0, 0) != 0) // Call the function with no parameters
{
string additional_info = "In call to function: " + function_name;
this->display_lua_error(additional_info);
}
}
else
{
lua_pop(this->L,1); // pop the function name off of the stack
}
}
void Engine::_set_lua_global(const char* variable_name, int value)
{
lua_pushnumber(this->L, value);
lua_setglobal(this->L, variable_name);
}
Engine::Engine(int engine_id)
{
// Set engine id based on the integer passed in through the constructor
this->engine_id = engine_id;
// initialize Lua state
this->L = lua_open();
// load Lua base libraries
luaL_openlibs(this->L);
// register callback functions
lua_register(this->L, "set_block", set_block);
lua_register(this->L, "set_global_variable", set_global_variable);
lua_register(this->L, "send_midi_note_on", send_midi_note_on);
lua_register(this->L, "send_midi_note_off", send_midi_note_off);
lua_register(this->L, "send_midi_message", send_midi_message);
lua_register(this->L, "set_scale_frequency", set_scale_frequency);
lua_register(this->L, "get_scale_frequency", get_scale_frequency);
switch(engine_id)
{
case 0: {
lua_register(this->L, "set_cell", set_cell0);
lua_register(this->L, "set_all_cells", set_all_cells0);
lua_register(this->L, "set_column", set_column0);
lua_register(this->L, "set_row", set_row0);
lua_register(this->L, "play_note", play_note0);
lua_register(this->L, "play_frequency", play_frequency0);
lua_register(this->L, "load_sound", load_sound0);
lua_register(this->L, "set_pan", set_pan0);
lua_register(this->L, "display_text", display_text0);
lua_register(this->L, "midi_note", midi_note0);
lua_register(this->L, "clear_top_screen", clear_top_screen0);
}
break;
case 1: {
lua_register(this->L, "set_cell", set_cell1);
lua_register(this->L, "set_all_cells", set_all_cells1);
lua_register(this->L, "set_column", set_column1);
lua_register(this->L, "set_row", set_row1);
lua_register(this->L, "play_note", play_note1);
lua_register(this->L, "play_frequency", play_frequency1);
lua_register(this->L, "load_sound", load_sound1);
lua_register(this->L, "set_pan", set_pan1);
lua_register(this->L, "display_text", display_text1);
lua_register(this->L, "midi_note", midi_note1);
lua_register(this->L, "clear_top_screen", clear_top_screen1);
}
break;
case 2: {
lua_register(this->L, "set_cell", set_cell2);
lua_register(this->L, "set_all_cells", set_all_cells2);
lua_register(this->L, "set_column", set_column2);
lua_register(this->L, "set_row", set_row2);
lua_register(this->L, "play_note", play_note2);
lua_register(this->L, "play_frequency", play_frequency2);
lua_register(this->L, "load_sound", load_sound2);
lua_register(this->L, "set_pan", set_pan2);
lua_register(this->L, "display_text", display_text2);
lua_register(this->L, "midi_note", midi_note2);
lua_register(this->L, "clear_top_screen", clear_top_screen2);
}
break;
case 3: {
lua_register(this->L, "set_cell", set_cell3);
lua_register(this->L, "set_all_cells", set_all_cells3);
lua_register(this->L, "set_column", set_column3);
lua_register(this->L, "set_row", set_row3);
lua_register(this->L, "play_note", play_note3);
lua_register(this->L, "play_frequency", play_frequency3);
lua_register(this->L, "load_sound", load_sound3);
lua_register(this->L, "set_pan", set_pan3);
lua_register(this->L, "display_text", display_text3);
lua_register(this->L, "midi_note", midi_note3);
lua_register(this->L, "clear_top_screen", clear_top_screen3);
}
break;
case 4: {
lua_register(this->L, "set_cell", set_cell4);
lua_register(this->L, "set_all_cells", set_all_cells4);
lua_register(this->L, "set_column", set_column4);
lua_register(this->L, "set_row", set_row4);
lua_register(this->L, "play_note", play_note4);
lua_register(this->L, "play_frequency", play_frequency4);
lua_register(this->L, "load_sound", load_sound4);
lua_register(this->L, "set_pan", set_pan4);
lua_register(this->L, "display_text", display_text4);
lua_register(this->L, "midi_note", midi_note4);
lua_register(this->L, "clear_top_screen", clear_top_screen4);
}
break;
case 5: {
lua_register(this->L, "set_cell", set_cell5);
lua_register(this->L, "set_all_cells", set_all_cells5);
lua_register(this->L, "set_column", set_column5);
lua_register(this->L, "set_row", set_row5);
lua_register(this->L, "play_note", play_note5);
lua_register(this->L, "play_frequency", play_frequency5);
lua_register(this->L, "load_sound", load_sound5);
lua_register(this->L, "set_pan", set_pan5);
lua_register(this->L, "display_text", display_text5);
lua_register(this->L, "midi_note", midi_note5);
lua_register(this->L, "clear_top_screen", clear_top_screen5);
}
break;
}
}
Engine::~Engine()
{
lua_close(this->L);
}
void Engine::set_basename(string basename)
{
this->basename = basename;
}
void Engine::activate()
{
_set_lua_global("ACTIVE",1);
this->active = 1;
}
void Engine::deactivate()
{
_set_lua_global("ACTIVE",0);
this->active = 0;
}
void Engine::load_lua_script(string filename)
{
// char additional_info[100];
string additional_info;
this->loaded_script = filename;
// The only thing inside of the lua file should be function definitions. This piece of code
// loads up the .lua file, parses it, and that's it. The actual lua code is run later on by
// calls to the functions.
if (luaL_dofile(this->L, filename.c_str()) != 0)
{
// sprintf(additional_info,"While parsing %s", filename.c_str());
additional_info = "While parsing " + filename;
this->display_lua_error(additional_info);
}
// Set the sequencer step. Notice that this might be any value between 1 and 16. The goal
// is to sync up the sequencer with all other sequencers currently running.
_set_lua_global("SEQUENCER_STEP_16",sequencer_step_16);
_set_lua_global("SEQUENCER_STEP_32",sequencer_step_32);
// Register color constants in lua
_set_lua_global("BLANK",BLACK);
_set_lua_global("MEDIUM_GRAY",MEDIUM_GRAY);
_set_lua_global("LIGHT_GRAY",LIGHT_GRAY);
_set_lua_global("WHITE",WHITE);
_set_lua_global("LIGHT_BLUE",LIGHT_BLUE);
_set_lua_global("BLUE",BLUE);
_set_lua_global("DARK_BLUE",DARK_BLUE);
_set_lua_global("LIGHT_RED",LIGHT_RED);
_set_lua_global("RED",RED);
_set_lua_global("DARK_RED",DARK_RED);
_set_lua_global("LIGHT_GREEN",LIGHT_GREEN);
_set_lua_global("GREEN",GREEN);
_set_lua_global("DARK_GREEN",DARK_GREEN);
_set_lua_global("YELLOW",YELLOW);
_set_lua_global("CYAN",CYAN);
_set_lua_global("MAGENTA",MAGENTA);
// set engine_id as a global variable in lua
_set_lua_global("ENGINE_ID",this->engine_id);
// set block
_set_lua_global("BLOCK",block);
// set default stylus positions
_set_lua_global("X",1);
_set_lua_global("Y",1);
_call_lua("on_load");
}
void Engine::run()
{
int grid_x;
int grid_y;
if (this->active)
{
// inject button, pad, and stylus global variables into lua
_set_lua_global("PAD_HELD_UP",Pad.Held.Up);
_set_lua_global("PAD_HELD_DOWN",Pad.Held.Down);
_set_lua_global("PAD_HELD_LEFT",Pad.Held.Left);
_set_lua_global("PAD_HELD_RIGHT",Pad.Held.Right);
_set_lua_global("PAD_HELD_X",Pad.Held.X);
_set_lua_global("PAD_HELD_Y",Pad.Held.Y);
_set_lua_global("PAD_HELD_A",Pad.Held.A);
_set_lua_global("PAD_HELD_B",Pad.Held.B);
_set_lua_global("STYLUS_HELD",Stylus.Held);
// user definable actions
if (Pad.Newpress.Left) _call_lua("pad_newpress_left");
if (Pad.Newpress.Right) _call_lua("pad_newpress_right");
if (Pad.Newpress.Up) _call_lua("pad_newpress_up");
if (Pad.Newpress.Down) _call_lua("pad_newpress_down");
if (Pad.Newpress.A) _call_lua("pad_newpress_a");
if (Pad.Newpress.B) _call_lua("pad_newpress_b");
if (Pad.Newpress.X) _call_lua("pad_newpress_x");
if (Pad.Newpress.Y) _call_lua("pad_newpress_y");
if (Pad.Released.Left) _call_lua("pad_released_left");
if (Pad.Released.Right) _call_lua("pad_released_right");
if (Pad.Released.Up) _call_lua("pad_released_up");
if (Pad.Released.Down) _call_lua("pad_released_down");
if (Pad.Released.A) _call_lua("pad_released_a");
if (Pad.Released.B) _call_lua("pad_released_b");
if (Pad.Released.X) _call_lua("pad_released_x");
if (Pad.Released.Y) _call_lua("pad_released_y");
if (Stylus.Newpress)
{
if (PA_StylusInZone(GRID_OFFSET_X, GRID_OFFSET_Y, GRID_OFFSET_X + GRID_WIDTH, GRID_OFFSET_Y + GRID_HEIGHT))
{
// Compute X,Y coordinates from 1 to 16
grid_x = ((Stylus.X - (GRID_OFFSET_X)) / CELL_WIDTH) + 1;
grid_y = ((Stylus.Y - (GRID_OFFSET_Y)) / CELL_HEIGHT) + 1;
if ((grid_x >= 1) && (grid_x <= 16) && (grid_y >= 1) && (grid_y <= 16))
{
// Inject X,Y as global variables into Lua
_set_lua_global("X",grid_x);
_set_lua_global("Y",grid_y);
// push the function on to the stack
_call_lua("stylus_newpress");
this->old_grid_x = grid_x;
this->old_grid_y = grid_y;
}
}
}
if (Stylus.Released)
{
if (PA_StylusInZone(GRID_OFFSET_X, GRID_OFFSET_Y, GRID_OFFSET_X + GRID_WIDTH, GRID_OFFSET_Y + GRID_HEIGHT))
{
// Compute X,Y coordinates from 1 to 16
grid_x = ((Stylus.X - (GRID_OFFSET_X)) / CELL_WIDTH) + 1;
grid_y = ((Stylus.Y - (GRID_OFFSET_Y)) / CELL_HEIGHT) + 1;
if ((grid_x >= 1) && (grid_x <= 16) && (grid_y >= 1) && (grid_y <= 16))
{
// Inject X,Y as global variables into Lua
_set_lua_global("X",grid_x);
_set_lua_global("Y",grid_y);
// push the function on to the stack
_call_lua("stylus_released");
}
}
}
if (Stylus.Held)
{
if (PA_StylusInZone(GRID_OFFSET_X, GRID_OFFSET_Y, GRID_OFFSET_X + GRID_WIDTH, GRID_OFFSET_Y + GRID_HEIGHT))
{
grid_x = ((Stylus.X - (GRID_OFFSET_X)) / CELL_WIDTH) + 1;
grid_y = ((Stylus.Y - (GRID_OFFSET_Y)) / CELL_HEIGHT) + 1;
if ((grid_x >= 1) && (grid_x <= 16) && (grid_y >= 1) && (grid_y <= 16))
{
// Inject X,Y as global variables into Lua
_set_lua_global("X",grid_x);
_set_lua_global("Y",grid_y);
if ((grid_x != this->old_grid_x) || (grid_y != this->old_grid_y))
{
_call_lua("stylus_drag");
this->old_grid_x = grid_x;
this->old_grid_y = grid_y;
}
}
}
}
}
}
void Engine::clock()
{
// Inject sequencer_step_16 into lua global namespace
_set_lua_global("SEQUENCER_STEP_16",sequencer_step_16);
_set_lua_global("SEQUENCER_STEP_32",sequencer_step_32);
_call_lua("clock");
}
void Engine::display_lua_error(string additional_info)
{
char buffer[200];
PA_Clear8bitBg(1);
sprintf(buffer, "%s;engine %d;script %s;error %s", additional_info.c_str(), this->engine_id, this->loaded_script.c_str(), lua_tostring(L, -1));
PA_OutputText(1,1,1,buffer);
lua_pop(this->L, 1);
while(!Pad.Newpress.Select)
{
PA_WaitForVBL();
}
}
void Engine::redraw()
{
_call_lua("redraw");
}
void Engine::set_block_en(int block)
{
if (block >= 1 && block <= 8)
{
_set_lua_global("BLOCK", block);
}
}
void Engine::save(string filename)
{
char file_and_path[200];
char buffer[300];
sprintf(file_and_path,"/cellsDS/snapshots/%s.%d.lua",filename.c_str(),this->engine_id);
sprintf(buffer,"%s...",file_and_path);
PA_8bitText(BOTTOM_SCREEN, 1, 60 + (this->engine_id * 10), 255, 40,buffer,LIGHT_GRAY,0,0,130);
lua_pushlstring(this->L, file_and_path, strlen(file_and_path));
lua_setglobal(this->L, "FILENAME");
_call_lua("save_snapshot");
}
void Engine::load(string filename)
{
char file_and_path[200];
sprintf(file_and_path,"/cellsDS/snapshots/%s.%d.lua",filename.c_str(),this->engine_id);
lua_pushlstring(this->L, file_and_path, strlen(file_and_path));
lua_setglobal(this->L, "FILENAME");
_call_lua("load_snapshot");
}
void Engine::play_note(int note, int volume)
{
int multisample_part = 0;
int scaled_volume;
int global_volume = volume_module.get_volume(this->engine_id);
// scale volume according to global setting
scaled_volume = volume * global_volume / 127.0;
this->voice[multisample_part].play((scale[note]/2),scaled_volume);
}
void Engine::play_frequency(int frequency, int volume)
{
int multisample_part = 0;
int scaled_volume;
int global_volume = volume_module.get_volume(this->engine_id);
// scale volume according to global setting
scaled_volume = volume * global_volume / 127.0;
this->voice[multisample_part].play(frequency,scaled_volume);
}
void Engine::display_stack_length()
{
char buffer[200];
int stack_top;
stack_top = lua_gettop(this->L);
PA_Clear8bitBg(1);
sprintf(buffer, "s%d",stack_top);
PA_OutputText(1,4 * (this->engine_id + 1),1,buffer);
}