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itgmania212121/stepmania/src/LuaManager.h
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#ifndef LUA_HELPERS_H
#define LUA_HELPERS_H
struct lua_State;
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class LuaManager;
typedef void (*RegisterActorFn)(lua_State*);
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class LuaManager
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{
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public:
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// Every Actor should register its class at program initialization.
static void Register( RegisterActorFn pfn );
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LuaManager();
~LuaManager();
void PrepareExpression( CString &sInOut ); // strip "//" comments and "+"
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bool RunScriptFile( const CString &sFile );
/* Reset the environment, freeing any globals left over by previously executed scripts. */
void ResetState();
/* Run a complete script in the global environment, which returns no value. */
bool RunScript( const CString &sScript, int iReturnValues = 0 );
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/* Run an expression in the global environment, returning the given type. */
bool RunExpressionB( const CString &str );
float RunExpressionF( const CString &str );
bool RunExpressionS( const CString &str, CString &sOut );
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/* If sStr begins with @, evaluate the rest as an expression and store the result over sStr. */
bool RunAtExpression( CString &sStr );
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void Fail( const CString &err );
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void SetGlobal( const CString &sName, int val ) { PushStack(val); SetGlobal( sName ); }
void SetGlobal( const CString &sName, bool val ) { PushStack(val); SetGlobal( sName ); }
void UnsetGlobal( const CString &sName ) { PushStackNil(); SetGlobal( sName ); }
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void PushStackNil();
void PushNopFunction();
static void PushStack( bool val, lua_State *L = NULL );
static void PushStack( float val, lua_State *L = NULL );
static void PushStack( int val, lua_State *L = NULL );
static void PushStack( void *val, lua_State *L = NULL );
static void PushStack( const CString &val, lua_State *L = NULL );
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void PopStack( CString &out );
bool GetStack( int pos, int &out );
void SetGlobal( const CString &sName );
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/* Create a Lua array (a table with indices starting at 1) of the given vector,
* and push it on the stack. */
static void CreateTableFromArray( const vector<bool> &aIn, lua_State *L = NULL );
/* Read the table at the top of the stack back into a vector. */
static void ReadArrayFromTable( vector<bool> &aOut, lua_State *L = NULL );
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/* Run an expression. The result is left on the Lua stack. */
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bool RunExpression( const CString &sExpression );
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lua_State *L;
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};
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extern LuaManager *LUA;
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#endif
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/*
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* (c) 2004 Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
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*/