225 lines
5.9 KiB
C++
225 lines
5.9 KiB
C++
#include "global.h"
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#include "LuaBinding.h"
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#include "LuaReference.h"
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#include "RageUtil.h"
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// If defined, type checks for functions will be skipped. These add
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// up and can become expensive (performed for every function dispatch),
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// but without them it's possible to call functions on incompatible
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// types (eg. "Actor.x(GAMESTATE, 10)"), which will crash or cause corruption.
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// #define FAST_LUA
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void LuaBinding::CreateMethodsTable( lua_State *L, const RString &sName )
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{
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lua_pushlstring( L, sName.data(), sName.size() );
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lua_rawget( L, LUA_GLOBALSINDEX );
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if( !lua_isnil(L, -1) )
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return;
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lua_pop( L, 1 );
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lua_newtable( L );
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lua_pushlstring( L, sName.data(), sName.size() );
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lua_pushvalue( L, -2 );
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lua_rawset( L, LUA_GLOBALSINDEX );
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}
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/*
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* Get a userdata, and check that it's either szType or a type
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* derived from szType, by walking the __index chain.
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*/
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bool LuaBinding::CheckLuaObjectType( lua_State *L, int narg, const char *szType, bool bOptional )
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{
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#if defined(FAST_LUA)
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if( bOptional )
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return true;
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#endif
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ASSERT_M( narg > 0, ssprintf("%i", narg) ); // negative offsets not supported
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int iTop = lua_gettop(L);
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lua_pushvalue( L, narg );
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narg = lua_gettop(L);
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while(1)
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{
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/* If the object on the stack has no metatable, it has no type; fail. */
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if( !lua_getmetatable(L, narg) )
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{
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lua_settop( L, iTop );
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return false;
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}
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int iMetatable = lua_gettop(L);
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/* Look up the type name. */
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lua_pushstring( L, "type" );
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lua_rawget( L, iMetatable );
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const char *szActualType = lua_tostring( L, -1 );
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if( szActualType != NULL && !strcmp(szActualType, szType) )
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{
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/* The type matches. */
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lua_settop( L, iTop );
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return true;
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}
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/* The type doesn't match. Does the metatable have __index? */
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lua_pushstring( L, "__index" );
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lua_rawget( L, iMetatable );
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if( lua_isnil(L, -1) )
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{
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/* There's no __index. The type doesn't match. */
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lua_settop( L, iTop );
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return false;
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}
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/* Start over with __index. */
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lua_replace( L, narg );
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lua_pop( L, 1 );
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}
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}
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static void GetGlobalTable( Lua *L )
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{
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static LuaReference UserDataTable;
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if( !UserDataTable.IsSet() )
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{
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lua_newtable( L );
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UserDataTable.SetFromStack( L );
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}
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UserDataTable.PushSelf( L );
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}
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/* The object is on the stack. It's either a table or a userdata.
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* If needed, associate the metatable; if a table, also add it to
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* the userdata table. */
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void LuaBinding::ApplyDerivedType( Lua *L, const RString &sClassName, void *pSelf )
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{
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int iTable = lua_gettop( L );
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int iType = lua_type( L, iTable );
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ASSERT_M( iType == LUA_TTABLE || iType == LUA_TUSERDATA,
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ssprintf("%i", iType) );
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if( iType == LUA_TTABLE )
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{
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GetGlobalTable( L );
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int iGlobalTable = lua_gettop( L );
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/* If the table is already in the userdata table, then everything
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* is already set up. */
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lua_pushvalue( L, iTable );
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lua_rawget( L, iGlobalTable );
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if( !lua_isnil(L, -1) )
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{
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void *pData = lua_touserdata( L, -1 );
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ASSERT( pSelf == pData );
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ASSERT( pSelf == lua_touserdata(L, -1) );
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lua_settop( L, iTable );
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return;
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}
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/* Create the userdata, and add it to the global table. */
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lua_pushvalue( L, iTable );
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lua_pushlightuserdata( L, pSelf );
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lua_rawset( L, iGlobalTable );
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/* Pop everything except the table. */
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lua_settop( L, iTable );
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}
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luaL_getmetatable( L, sClassName );
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lua_setmetatable( L, iTable );
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}
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#include "RageUtil_AutoPtr.h"
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REGISTER_CLASS_TRAITS( LuaClass, new LuaClass(*pCopy) )
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void *LuaBinding::GetUserdataFromGlobalTable( Lua *L, const char *szType, int iArg )
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{
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GetGlobalTable( L );
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lua_pushvalue( L, iArg );
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lua_rawget( L, -2 );
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if( lua_isnil(L, -1) )
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luaL_error( L, "stale %s referenced (object used but no longer exists)", szType );
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void *pRet = lua_touserdata( L, -1 );
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lua_pop( L, 2 );
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return pRet;
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}
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/* Tricky: when an instance table is copied, we want to do a deep
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* copy, not a reference copy. Otherwise, the new higher-level object
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* will share a table with the original. Aside from being confusing,
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* this breaks the global table, which assumes that we have a one-to-
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* one mapping between tables and objects. */
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LuaClass::LuaClass( const LuaClass &cpy ):
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LuaTable(cpy)
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{
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if( !IsSet() )
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return;
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DeepCopy();
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}
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LuaClass &LuaClass::operator=( const LuaClass &cpy )
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{
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LuaTable::operator=(cpy);
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if( !IsSet() )
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return *this;
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DeepCopy();
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return *this;
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}
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LuaClass::~LuaClass()
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{
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if( LUA == NULL )
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return;
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Lua *L = LUA->Get();
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int iTop = lua_gettop( L );
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/* If we're registered in the global table, unregister. */
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GetGlobalTable( L );
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this->PushSelf( L );
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lua_pushnil( L );
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lua_rawset( L, -3 );
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lua_settop( L, iTop );
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LUA->Release( L );
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}
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/*
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* (c) 2005 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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