change Lua to a singleton object
hide Lua state
This commit is contained in:
@@ -10,7 +10,7 @@
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static LuaManager LUAObj;
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LuaManager *LUA = &LUAObj;
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LuaFunctionList *g_LuaFunctionList = NULL;
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static LuaFunctionList *g_NewLuaFunctions = NULL;
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#if defined(_WINDOWS)
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#pragma comment(lib, "lua-5.0/lib/LibLua.lib")
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@@ -52,20 +52,20 @@ const char *ChunkReaderString( lua_State *L, void *ptr, size_t *size )
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return ret;
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}
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void LuaManager::PushStack( lua_State *L, int out )
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void LuaManager::PushStack( int out )
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{
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/* XXX: stack bounds */
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lua_pushnumber( L, out );
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}
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void LuaManager::PushStack( lua_State *L, bool out )
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void LuaManager::PushStack( bool out )
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{
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/* XXX: stack bounds */
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lua_pushboolean( L, out );
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}
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void LuaManager::PushStack( lua_State *L, void *out )
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void LuaManager::PushStack( void *out )
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{
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if( out )
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lua_pushlightuserdata( L, out );
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@@ -73,12 +73,12 @@ void LuaManager::PushStack( lua_State *L, void *out )
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lua_pushnil( L );
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}
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void LuaManager::PushStack( lua_State *L, const CString &out )
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void LuaManager::PushStack( const CString &out )
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{
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lua_pushstring( L, out );
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}
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void LuaManager::PopStack( lua_State *L, CString &out )
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void LuaManager::PopStack( CString &out )
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{
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/* There must be at least one entry on the stack. */
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ASSERT( lua_gettop(L) > 0 );
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@@ -88,7 +88,7 @@ void LuaManager::PopStack( lua_State *L, CString &out )
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lua_pop( L, -1 );
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}
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bool LuaManager::GetStack( lua_State *L, int pos, int &out )
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bool LuaManager::GetStack( int pos, int &out )
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{
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if( pos < 0 )
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pos = lua_gettop(L) - pos - 1;
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@@ -99,7 +99,7 @@ bool LuaManager::GetStack( lua_State *L, int pos, int &out )
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return true;
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}
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void LuaManager::SetGlobal( lua_State *L, const CString &sName )
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void LuaManager::SetGlobal( const CString &sName )
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{
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lua_setglobal( L, sName );
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}
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@@ -112,7 +112,7 @@ static CString jbuf_error;
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static int LuaPanic( lua_State *L )
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{
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CString err;
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LUA->PopStack( L, err );
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LUA->PopStack( err );
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/* Grr. We can't throw an exception from here: it'll explode going through the
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* Lua stack for some reason. Get it off the stack with a longjmp and throw
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@@ -121,12 +121,6 @@ static int LuaPanic( lua_State *L )
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longjmp( jbuf, 1 );
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}
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void OpenLua()
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{
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if( LUA == NULL )
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LUA = new LuaManager;
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}
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LuaManager::LuaManager()
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{
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ASSERT( L == NULL );
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@@ -143,7 +137,7 @@ LuaManager::LuaManager()
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luaopen_string( L );
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lua_settop(L, 0); // luaopen_* pushes stuff onto the stack that we don't need
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RegisterFunctions( L );
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RegisterFunctions();
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}
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LuaManager::~LuaManager()
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@@ -167,6 +161,8 @@ void LuaManager::PrepareExpression( CString &sInOut )
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bool LuaManager::RunExpression( const CString &str )
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{
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RegisterFunctions();
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// load string
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{
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ChunkReaderData data;
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@@ -177,7 +173,7 @@ bool LuaManager::RunExpression( const CString &str )
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if( ret )
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{
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CString err;
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LuaManager::PopStack( L, err );
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LuaManager::PopStack( err );
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CString sError = ssprintf( "Lua runtime error parsing \"%s\": %s", str.c_str(), err.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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return false;
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@@ -192,7 +188,7 @@ bool LuaManager::RunExpression( const CString &str )
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if( ret )
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{
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CString err;
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LuaManager::PopStack( L, err );
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LuaManager::PopStack( err );
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CString sError = ssprintf( "Lua runtime error evaluating \"%s\": %s", str.c_str(), err.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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return false;
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@@ -211,9 +207,6 @@ bool LuaManager::RunExpression( const CString &str )
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bool LuaManager::RunExpressionB( const CString &str )
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{
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if( L == NULL )
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OpenLua();
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if( !RunExpression( str ) )
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return false;
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@@ -225,9 +218,6 @@ bool LuaManager::RunExpressionB( const CString &str )
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float LuaManager::RunExpressionF( const CString &str )
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{
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if( L == NULL )
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OpenLua();
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if( !RunExpression( str ) )
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return 0;
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@@ -239,9 +229,6 @@ float LuaManager::RunExpressionF( const CString &str )
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bool LuaManager::RunExpressionS( const CString &str, CString &sOut )
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{
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if( L == NULL )
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OpenLua();
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if( !RunExpression( str ) )
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return false;
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@@ -253,24 +240,28 @@ bool LuaManager::RunExpressionS( const CString &str, CString &sOut )
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return true;
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}
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void LuaManager::Fail( lua_State *L, const CString &err )
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void LuaManager::Fail( const CString &err )
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{
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lua_pushstring( L, err );
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lua_error( L );
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}
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void LuaManager::RegisterFunctions( lua_State *L )
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/* Add any newly-added functions to the Lua state. This should be called at
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* least once after global initialization, to handle global initialization
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* order. */
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void LuaManager::RegisterFunctions()
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{
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for( const LuaFunctionList *p = g_LuaFunctionList; p; p=p->next )
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for( const LuaFunctionList *p = g_NewLuaFunctions; p; p=p->next )
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lua_register( L, p->name, p->func );
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g_NewLuaFunctions = NULL;
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}
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LuaFunctionList::LuaFunctionList( CString name_, lua_CFunction func_ )
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{
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name = name_;
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func = func_;
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next = g_LuaFunctionList;
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g_LuaFunctionList = this;
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next = g_NewLuaFunctions;
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g_NewLuaFunctions = this;
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}
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