My problem is likely to do with the need to bind classes to Lua rather than using a factory to create components... Still doing research on that
After some thought and playing with Luna, I'm going to try registering components with my factory and feeding the base pointer address back to Lua.
From there I should be able to call the expected mapped function. I don't know what kind of error handling this will have (if any), but at least it's moving in a direction.
How do I create objects with a C++ factory using Lua and define necessary parameters while maintaining type-safety?
My goal is to be able to determine at runtime if there is a parameter mismatch when defining a component.
The system works like this:
-OnLoad.lua loads _Level_.lua
--_Level_.lua loads and posititions Entities in the world
---Game parses XML file for (each) Entity definition
[One of two ways to handle this]
----Entity tag references _Entity_.lua
-----_Entity_.lua loads components
----Entity tag body contains a list of components along with component property definitions
Not a huge problem, but a mild design question. Method A is more expandable (Lua can perform other actions when loading different types of entities, may be useful), but Method B is simpler and centralized. Right now I'm leaning towards defining entities in Lua to err on the side of caution, as I may need the extra functionality later. Which do you think is the preferable method?
I'm stuck on how to actually construct the components. I'm sure there's a simple solution, but for some reason it eludes me. Different components may need different parameters. For instance, I may need no parameters at all for a Timer component but will need a name/ID for a Mesh component. I'd like to figure out a way to register the component with my object factory but that would mean having to have a default constructor and defining a different Init(...) function for each type of component. When I create the object with the factory I will get a base class pointer back, so I have no (type-safe) way of knowing what parameters the init function will need. I'm just not making the connection on how to define properties of a component in XML/Lua then pass that information to its appropriate place in C++. I've considered more elaborate methods of defining property tables in my components, but that seems inefficient and overcomplicated.
As always, thanks in advance for any help!
Edited by SeiryuEnder, 02 June 2012 - 07:36 PM.