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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;
class LuaReference;
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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 );
/* Explicitly lock and unlock Lua access. This is done automatically by Get() and
* Release(). */
void YieldLua();
void UnyieldLua();
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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 );
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private:
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lua_State *m_pLuaMain;
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};
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namespace LuaHelpers
{
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/* Load the given script with the given name. On success, the resulting
* chunk will be on the stack. On error, the error is stored in sError
* and the stack is unchanged. */
bool LoadScript( Lua *L, const RString &sScript, const RString &sName, RString &sError );
/* Run the function with arguments at the top of the stack, with the given
* number of arguments. The specified 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 RunScriptOnStack( Lua *L, RString &sError, int iArgs = 0, int iReturnValues = 0 );
/* LoadScript the given script, and RunScriptOnStack it. iArgs arguments are
* at the top of the stack. */
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bool RunScript( Lua *L, const RString &sScript, const RString &sName, RString &sError, int iArgs = 0, 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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/* 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 );
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/* Recursively copy elements from the table at stack element -2 into the table
* at stack -1. Pop both elements from the stack. */
void DeepCopy( lua_State *L );
/* Read the table at the top of the stack back into a vector. */
void ReadArrayFromTableB( Lua *L, vector<bool> &aOut );
void ParseCommandList( lua_State *L, const RString &sCommands, const RString &sName );
XNode *GetLuaInformation();
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/* Pops the last iArgs arguments from the stack, and return a function that returns
* those values. */
void PushValueFunc( lua_State *L, int iArgs );
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template<class T>
void Push( lua_State *L, const T &Object );
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template<class T>
bool FromStack( lua_State *L, T &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 );
int i = 0;
while( lua_rawgeti(L, -1, ++i), !lua_isnil(L, -1) )
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{
T value = T();
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LuaHelpers::Pop( L, value );
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aOut.push_back( value );
}
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lua_pop( L, 1 ); // pop nil
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}
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; }
}
class LuaThreadVariable
{
public:
LuaThreadVariable( const RString &sName, const RString &sValue );
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LuaThreadVariable( const RString &sName, const LuaReference &Value );
LuaThreadVariable( lua_State *L ); // name and value are on stack
~LuaThreadVariable();
static void GetThreadVariable( lua_State *L );
private:
LuaThreadVariable( const LuaThreadVariable &cpy ); // not defined
void SetFromStack( lua_State *L );
int AdjustCount( lua_State *L, int iAdd );
static bool PushThreadTable( lua_State *L, bool bCreate );
static RString GetCurrentThreadIDString();
LuaReference *m_Name;
LuaReference *m_pOldValue;
};
/* Iterate over all elements in the table. For safety reasons, the key is pushed onto
* the stack and can be read (safely) as a string and popped or altered in any way.
* Stack management is handled automatically. That is, you need not remove all stack
* elements above the key. Once the loop exits normally, the top of the stack will be
* where it was before. If you break out of the loop early, you need to handle that
* explicitly. */
#define FOREACH_LUATABLE(L,index) \
for( const int UNIQUE_NAME(tab) = LuaHelpers::AbsIndex(L,index), \
UNIQUE_NAME(top) = (lua_pushnil(L),lua_gettop(L)); \
lua_next(L, UNIQUE_NAME(tab)) && (lua_pushvalue(L,-2),true); \
lua_settop(L,UNIQUE_NAME(top)) )
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/* Iterate over the array elements of a table. */
#define FOREACH_LUATABLEI(L, index, i) \
for( int UNIQUE_NAME(tab) = LuaHelpers::AbsIndex(L,index), \
UNIQUE_NAME(top) = lua_gettop(L), i = 1; \
lua_rawgeti( L, tab, i ), \
lua_isnil(L, -1)? \
(lua_pop(L, 1), false):(true); /* if nil, pop the nil and stop traversal */ \
lua_settop(L,UNIQUE_NAME(top)), ++i )
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struct RegisterLuaFunction { RegisterLuaFunction( RegisterWithLuaFn pfn ) { LuaManager::Register( pfn ); } };
#define REGISTER_WITH_LUA_FUNCTION( Fn ) \
static RegisterLuaFunction register##Fn( 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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}
/* BIArg is like BArg, except 1 is accepted as a true value and (as a special case)
* 0 is accepted as a false value. This is to help transitions where "cmd,0" is
* used to mean "cmd,false". */
inline bool MyLua_checkintboolean( lua_State *L, int iArg )
{
int iType = lua_type( L, iArg );
if( iType == LUA_TNUMBER )
{
int iValue = lua_tointeger( L, iArg );
return iValue != 0;
}
return MyLua_checkboolean( L, iArg );
}
#define SArg(n) (luaL_checkstring(L,(n)))
#define BIArg(n) (MyLua_checkintboolean(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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#define LuaFunction( func, expr ) \
int LuaFunc_##func( lua_State *L ) { \
LuaHelpers::Push( L, expr ); return 1; \
} \
void LuaFunc_Register_##func( lua_State *L ) { lua_register( L, #func, LuaFunc_##func ); } \
REGISTER_WITH_LUA_FUNCTION( LuaFunc_Register_##func );
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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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*/