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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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#include "LuaFunctions.h"
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struct lua_State;
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typedef void (*RegisterWithLuaFn)(lua_State*);
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class LuaManager;
extern LuaManager *LUA;
namespace LuaHelpers
{
template<class T>
void Push( T *pObject, lua_State *L );
void Push( const bool &Object, lua_State *L );
void Push( const float &Object, lua_State *L );
void Push( const int &Object, lua_State *L );
void Push( const CString &Object, lua_State *L );
bool FromStack( bool &Object, int iOffset, lua_State *L );
bool FromStack( float &Object, int iOffset, lua_State *L );
bool FromStack( int &Object, int iOffset, lua_State *L );
bool FromStack( CString &Object, int iOffset, lua_State *L );
template<class T>
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void ReadArrayFromTable( vector<T> &aOut, lua_State *L = NULL );
template<class T>
void PushStack( const T &val, lua_State *L = NULL );
template<class T>
bool PopStack( T &val, lua_State *L = NULL );
template<class T>
void CreateTableFromArray( const vector<T> &aIn, lua_State *L = NULL );
};
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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();
void PrepareExpression( CString &sInOut ); // strip "//" comments and "+"
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bool RunScriptFile( const CString &sFile );
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/* Register all subscribing types. There's no harm in registering when already registered. */
void RegisterTypes();
/* Reset the environment, freeing any globals left over by previously executed scripts. */
void ResetState();
/* Run a script with the given name. Return values are left on the Lua stack.
* Returns false on error, with sError set*/
bool RunScript( const CString &sScript, const CString &sName, CString &sError, int iReturnValues = 0 );
/* Convenience: run a script with one return value, displaying an error on failure.
* The return value is left on the Lua stack. */
bool RunScript( const CString &sExpression, const CString &sName = "", 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 );
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int RunExpressionI( 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. */
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bool RunAtExpressionS( CString &sStr );
float RunAtExpressionF( const CString &sStr );
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void Fail( const CString &err );
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void SetGlobal( const CString &sName, int val ) { LuaHelpers::PushStack(val); SetGlobal( sName ); }
void SetGlobal( const CString &sName, bool val ) { LuaHelpers::PushStack(val); SetGlobal( sName ); }
void UnsetGlobal( const CString &sName ) { PushStackNil(); SetGlobal( sName ); }
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void PushStackNil();
void PushNopFunction();
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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. */
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static void CreateTableFromArrayB( const vector<bool> &aIn, lua_State *L = NULL );
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/* Read the table at the top of the stack back into a vector. */
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static void ReadArrayFromTableB( vector<bool> &aOut, lua_State *L = NULL );
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lua_State *L;
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};
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namespace LuaHelpers
{
template<class T>
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void ReadArrayFromTable( vector<T> &aOut, lua_State *L )
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{
if( L == NULL )
L = LUA->L;
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();
LuaHelpers::FromStack( value, -1, L );
aOut.push_back( value );
lua_pop( L, 1 );
}
}
template<class T>
void PushStack( const T &val, lua_State *L )
{
if( L == NULL )
L = LUA->L;
LuaHelpers::Push( val, L );
}
template<class T>
bool PopStack( T &val, lua_State *L )
{
if( L == NULL )
L = LUA->L;
bool bRet = LuaHelpers::FromStack( val, -1, L );
lua_pop( L, 1 );
return bRet;
}
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template<class T>
void CreateTableFromArray( const vector<T> &aIn, lua_State *L )
{
if( L == NULL )
L = LUA->L;
lua_newtable( L );
for( unsigned i = 0; i < aIn.size(); ++i )
{
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LuaHelpers::Push( aIn[i], L );
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lua_rawseti( L, -2, 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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#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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*/