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itgmania212121/stepmania/src/LuaManager.h
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#ifndef LUA_MANAGER_H
#define LUA_MANAGER_H
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struct lua_State;
typedef lua_State Lua;
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typedef void (*RegisterWithLuaFn)(lua_State*);
class RageMutex;
class XNode;
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extern "C"
{
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#include "lua-5.1/src/lua.h"
#include "lua-5.1/src/lualib.h"
#include "lua-5.1/src/lauxlib.h"
}
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class LuaManager;
extern LuaManager *LUA;
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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.
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static void Register( RegisterWithLuaFn pfn );
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LuaManager();
~LuaManager();
Lua *Get();
void Release( Lua *&p );
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/* Register all subscribing types. There's no harm in registering when already registered. */
void RegisterTypes();
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void SetGlobal( const RString &sName, int val );
void SetGlobal( const RString &sName, const RString &val );
void UnsetGlobal( const RString &sName );
XNode *GetLuaInformation() const;
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private:
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lua_State *L;
RageMutex *m_pLock;
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};
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namespace LuaHelpers
{
/* Run a script with the given name. The given number of return values are left on
* the Lua stack. On error, nils are left on the stack, sError is set and
* false is returned. */
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bool RunScript( Lua *L, const RString &sScript, const RString &sName, RString &sError, int iReturnValues = 0 );
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/* Run the given expression, returning a single value, and leave the return value on the
* stack. On error, push nil. */
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bool RunExpression( Lua *L, const RString &sExpression, const RString &sName = "" );
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bool RunScriptFile( const RString &sFile );
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/* Strip "//" comments and "+". */
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void PrepareExpression( RString &sInOut );
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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. */
void CreateTableFromArrayB( Lua *L, const vector<bool> &aIn );
/* Read the table at the top of the stack back into a vector. */
void ReadArrayFromTableB( Lua *L, vector<bool> &aOut );
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/* Run an expression in the global environment, returning the given type. */
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bool RunExpressionB( const RString &str );
float RunExpressionF( const RString &str );
int RunExpressionI( const RString &str );
void RunExpressionS( const RString &str, RString &sOut );
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/* If sStr begins with @, evaluate the rest as an expression and store the result over sStr. */
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bool RunAtExpressionS( RString &sStr );
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template<class T>
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void Push( lua_State *L, T *pObject );
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void Push( lua_State *L, const bool &Object );
void Push( lua_State *L, const float &Object );
void Push( lua_State *L, const int &Object );
void Push( lua_State *L, const RString &Object );
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bool FromStack( Lua *L, bool &Object, int iOffset );
bool FromStack( Lua *L, float &Object, int iOffset );
bool FromStack( Lua *L, int &Object, int iOffset );
bool FromStack( Lua *L, RString &Object, int iOffset );
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template<class T>
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bool Pop( lua_State *L, T &val )
{
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bool bRet = LuaHelpers::FromStack( L, val, -1 );
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lua_pop( L, 1 );
return bRet;
}
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template<class T>
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void ReadArrayFromTable( vector<T> &aOut, lua_State *L )
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{
luaL_checktype( L, -1, LUA_TTABLE );
unsigned iCount = luaL_getn( L, -1 );
for( unsigned i = 0; i < iCount; ++i )
{
lua_rawgeti( L, -1, i+1 );
T value = T();
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LuaHelpers::Pop( L, value );
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aOut.push_back( value );
}
}
template<class T>
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void CreateTableFromArray( const vector<T> &aIn, lua_State *L )
{
lua_newtable( L );
for( unsigned i = 0; i < aIn.size(); ++i )
{
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LuaHelpers::Push( L, aIn[i] );
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lua_rawseti( L, -2, i+1 );
}
}
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int TypeError( Lua *L, int narg, const char *tname );
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inline int AbsIndex( Lua *L, int i ) { if( i > 0 || i <= LUA_REGISTRYINDEX ) return i; return lua_gettop( L ) + i + 1; }
}
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#define REGISTER_WITH_LUA_FUNCTION( Fn ) \
class Register##Fn { public: Register##Fn() { LuaManager::Register( Fn ); } }; \
static Register##Fn register##Fn;
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inline bool MyLua_checkboolean (lua_State *L, int numArg)
{
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luaL_checktype( L, numArg, LUA_TBOOLEAN );
return !!lua_toboolean( L, numArg );
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}
#define SArg(n) (luaL_checkstring(L,(n)))
#define IArg(n) (luaL_checkint(L,(n)))
#define BArg(n) (MyLua_checkboolean(L,(n)))
#define FArg(n) ((float) luaL_checknumber(L,(n)))
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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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*/