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itgmania212121/src/LuaBinding.cpp
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#include "global.h"
#include "LuaBinding.h"
#include "LuaReference.h"
#include "RageUtil.h"
#include "Foreach.h"
#include "SubscriptionManager.h"
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static SubscriptionManager<LuaBinding> m_Subscribers;
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namespace
{
void RegisterTypes( lua_State *L )
{
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if( m_Subscribers.m_pSubscribers == NULL )
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return;
/* Register base classes first. */
map<RString, LuaBinding *> mapToRegister;
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FOREACHS( LuaBinding*, *m_Subscribers.m_pSubscribers, p )
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mapToRegister[(*p)->GetClassName()] = (*p);
set<RString> setRegisteredAlready;
while( !mapToRegister.empty() )
{
/* Look at the first class. If it has a base class that needs to be registered,
* go there first. */
LuaBinding *pBinding = mapToRegister.begin()->second;
while(1)
{
if( !pBinding->IsDerivedClass() )
break;
RString sBase = pBinding->GetBaseClassName();
map<RString, LuaBinding *>::const_iterator it = mapToRegister.find(sBase);
if( it != mapToRegister.end() )
{
pBinding = it->second;
continue;
}
/* If the base class wasn't found, and hasn't been registered already, then
* a base class registration is missing. */
if( setRegisteredAlready.find(sBase) != setRegisteredAlready.end() )
break;
FAIL_M( ssprintf("Base class of \"%s\" not registered: \"%s\"",
pBinding->GetClassName().c_str(),
sBase.c_str()) );
}
pBinding->Register( L );
setRegisteredAlready.insert( pBinding->GetClassName() );
mapToRegister.erase( pBinding->GetClassName() );
}
}
};
REGISTER_WITH_LUA_FUNCTION( RegisterTypes );
LuaBinding::LuaBinding()
{
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m_Subscribers.Subscribe( this );
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}
LuaBinding::~LuaBinding()
{
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m_Subscribers.Unsubscribe( this );
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}
void LuaBinding::Register( lua_State *L )
{
/* Create the methods table, if it doesn't already exist. */
LuaBinding::CreateMethodsTable( L, GetClassName() );
int methods = lua_gettop( L );
/* Create a metatable for the userdata objects. */
luaL_newmetatable( L, GetClassName() );
int metatable = lua_gettop( L );
// We use the metatable to determine the type of the table, so don't
// allow it to be changed.
lua_pushstring( L, "(hidden)" );
lua_setfield( L, metatable, "__metatable" );
lua_pushvalue( L, methods );
lua_setfield( L, metatable, "__index" );
lua_pushcfunction( L, PushEqual );
lua_setfield( L, metatable, "__eq" );
/* Create a metatable for the methods table. */
lua_newtable( L );
int methods_metatable = lua_gettop( L );
// Hide the metatable.
lua_pushstring( L, "(hidden)" );
lua_setfield( L, methods_metatable, "__metatable" );
// If this type has a base class, set the __index of this type
// to the base class.
if( IsDerivedClass() )
{
lua_getfield( L, LUA_GLOBALSINDEX, GetBaseClassName() );
lua_setfield( L, methods_metatable, "__index" );
lua_pushstring( L, GetBaseClassName() );
lua_setfield( L, metatable, "base" );
}
lua_pushstring( L, GetClassName() );
lua_setfield( L, methods_metatable, "class" );
lua_pushstring( L, GetClassName() );
LuaHelpers::PushValueFunc( L, 1 );
lua_setfield( L, metatable, "__type" ); // for luaL_pushtype
{
lua_newtable( L );
int iHeirarchyTable = lua_gettop( L );
RString sClass = GetClassName();
int iIndex = 0;
while( !sClass.empty() )
{
lua_pushstring( L, sClass );
lua_pushinteger( L, iIndex );
lua_rawset( L, iHeirarchyTable );
++iIndex;
luaL_getmetatable( L, sClass );
ASSERT( !lua_isnil(L, -1) );
lua_getfield( L, -1, "base" );
LuaHelpers::FromStack( L, sClass, -1 );
lua_pop( L, 2 );
}
lua_setfield( L, metatable, "heirarchy" );
}
/* Set and pop the methods metatable. */
lua_setmetatable( L, methods );
/* Allow the derived class to populate the method table, and set any other
* metatable fields. */
Register( L, methods, metatable );
lua_pop( L, 2 ); // drop metatable and method table
}
// If defined, type checks for functions will be skipped. These add
// up and can become expensive (performed for every function dispatch),
// but without them it's possible to call functions on incompatible
// types (eg. "Actor.x(GAMESTATE, 10)"), which will crash or cause corruption.
// #define FAST_LUA
void LuaBinding::CreateMethodsTable( lua_State *L, const RString &sName )
{
lua_getfield( L, LUA_GLOBALSINDEX, sName );
if( !lua_isnil(L, -1) )
return;
lua_pop( L, 1 );
lua_newtable( L );
lua_pushvalue( L, -1 );
lua_setfield( L, LUA_GLOBALSINDEX, sName );
}
int LuaBinding::PushEqual( lua_State *L )
{
lua_pushboolean( L, Equal(L) );
return 1;
}
bool LuaBinding::Equal( lua_State *L )
{
int iArg1 = lua_gettop( L ) - 1;
int iArg2 = lua_gettop( L );
int iType = lua_type( L, iArg1 );
if( iType != lua_type(L, iArg2) )
return false;
if( iType != LUA_TTABLE && iType != LUA_TUSERDATA )
return false;
/* Use the regular method for tables. If an object's table is
* kept around after the actual object has been destroyed, the
* table is still valid, and the pointer no longer exists. */
if( iType == LUA_TTABLE )
return !!lua_rawequal( L, iArg1, iArg2 );
// This checks that they're the same type. it does not check
// that it's actually a LuaBinding type. If iArg1 is a non-LuaBinding
// type, this function should not be called and the return value is
// undefined, but the lua_objlen check below will prevent us from crashing.
if( !lua_getmetatable(L, iArg1) )
return false;
if( !lua_getmetatable(L, iArg2) )
{
lua_pop( L, 1 );
return false;
}
bool bSameType = !!lua_rawequal( L, -1, -2 );
lua_pop( L, 2 );
if( !bSameType )
return false;
if( lua_objlen(L, iArg1) != sizeof(void *) )
return false;
if( lua_objlen(L, iArg2) != sizeof(void *) )
return false;
void **pData1 = (void **) lua_touserdata( L, iArg1 );
void **pData2 = (void **) lua_touserdata( L, iArg2 );
return *pData1 == *pData2;
}
/*
* Get a userdata, and check that it's either szType or a type
* derived from szType, by checking the heirarchy table.
*/
bool LuaBinding::CheckLuaObjectType( lua_State *L, int iArg, const char *szType )
{
#if defined(FAST_LUA)
return true;
#endif
luaL_checkany( L, iArg );
/* Check that szType is in metatable.heirarchy. */
if( !luaL_getmetafield(L, iArg, "heirarchy") )
return false;
if( !lua_istable(L, -1) )
{
lua_pop( L, 1 );
return false;
}
lua_getfield( L, -1, szType );
bool bRet = !lua_isnil( L, -1 );
lua_pop( L, 2 );
return bRet;
}
static void GetGlobalTable( Lua *L )
{
static LuaReference UserDataTable;
if( !UserDataTable.IsSet() )
{
lua_newtable( L );
UserDataTable.SetFromStack( L );
}
UserDataTable.PushSelf( L );
}
/* The object is on the stack. It's either a table or a userdata.
* If needed, associate the metatable; if a table, also add it to
* the userdata table. */
void LuaBinding::ApplyDerivedType( Lua *L, const RString &sClassName, void *pSelf )
{
int iTable = lua_gettop( L );
int iType = lua_type( L, iTable );
ASSERT_M( iType == LUA_TTABLE || iType == LUA_TUSERDATA,
ssprintf("%i", iType) );
if( iType == LUA_TTABLE )
{
GetGlobalTable( L );
int iGlobalTable = lua_gettop( L );
/* If the table is already in the userdata table, then everything
* is already set up. */
lua_pushvalue( L, iTable );
lua_rawget( L, iGlobalTable );
if( !lua_isnil(L, -1) )
{
void *pData = lua_touserdata( L, -1 );
ASSERT( pSelf == pData );
lua_settop( L, iTable );
return;
}
/* Create the userdata, and add it to the global table. */
lua_pushvalue( L, iTable );
lua_pushlightuserdata( L, pSelf );
lua_rawset( L, iGlobalTable );
/* Pop everything except the table. */
lua_settop( L, iTable );
}
luaL_getmetatable( L, sClassName );
lua_setmetatable( L, iTable );
}
#include "RageUtil_AutoPtr.h"
REGISTER_CLASS_TRAITS( LuaClass, new LuaClass(*pCopy) )
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void *LuaBinding::GetPointerFromStack( Lua *L, const RString &sType, int iArg )
{
iArg = LuaHelpers::AbsIndex( L, iArg );
/* The stack has a userdata or a table. If it's a table, look up the associated userdata. */
if( lua_istable(L, iArg) )
{
GetGlobalTable( L );
lua_pushvalue( L, iArg );
lua_rawget( L, -2 );
if( lua_isnil(L, -1) )
luaL_error( L, "stale %s referenced (object used but no longer exists)", sType.c_str() );
void *pRet = lua_touserdata( L, -1 );
lua_pop( L, 2 );
return pRet;
}
else if( lua_isuserdata(L, iArg) )
{
void **pData = (void **) lua_touserdata( L, iArg );
return *pData;
}
else
return NULL;
}
/* Tricky: when an instance table is copied, we want to do a deep
* copy, not a reference copy. Otherwise, the new higher-level object
* will share a table with the original. Aside from being confusing,
* this breaks the global table, which assumes that we have a one-to-
* one mapping between tables and objects. */
LuaClass::LuaClass( const LuaClass &cpy ):
LuaTable(cpy)
{
if( !IsSet() )
return;
DeepCopy();
}
LuaClass &LuaClass::operator=( const LuaClass &cpy )
{
LuaTable::operator=(cpy);
if( !IsSet() )
return *this;
DeepCopy();
return *this;
}
LuaClass::~LuaClass()
{
if( LUA == NULL )
return;
Lua *L = LUA->Get();
int iTop = lua_gettop( L );
/* If we're registered in the global table, unregister. */
GetGlobalTable( L );
this->PushSelf( L );
lua_pushnil( L );
lua_rawset( L, -3 );
lua_settop( L, iTop );
LUA->Release( L );
}
/*
* (c) 2005 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.
*/