Files
itgmania212121/src/LuaManager.h
T
Jason Felds b17536b649 [sm130futures] Windows builds fine w/Lua location.
Linux side needs to be updated...but still more to move.
2011-05-04 21:23:09 -04:00

255 lines
8.5 KiB
C++

#ifndef LUA_MANAGER_H
#define LUA_MANAGER_H
struct lua_State;
typedef lua_State Lua;
typedef void (*RegisterWithLuaFn)(lua_State*);
class RageMutex;
class XNode;
class LuaReference;
extern "C"
{
#include "../extern/lua-5.1/src/lua.h"
#include "../extern/lua-5.1/src/lualib.h"
#include "../extern/lua-5.1/src/lauxlib.h"
}
class LuaManager
{
public:
// Every Actor should register its class at program initialization.
static void Register( RegisterWithLuaFn pfn );
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();
// Register all subscribing types.
// There's no harm in registering when already registered.
void RegisterTypes();
void SetGlobal( const RString &sName, int val );
void SetGlobal( const RString &sName, const RString &val );
void UnsetGlobal( const RString &sName );
private:
lua_State *m_pLuaMain;
// Swallow up warnings. If they must be used, define them.
LuaManager& operator=(const LuaManager& rhs);
LuaManager(const LuaManager& rhs);
};
extern LuaManager *LUA;
/** @brief Utilities for working with Lua. */
namespace LuaHelpers
{
/* 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. */
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. */
bool RunScript( Lua *L, const RString &sScript, const RString &sName, RString &sError, int iArgs = 0, int iReturnValues = 0 );
/* Run the given expression, returning a single value, and leave the return
* value on the stack. On error, push nil. */
bool RunExpression( Lua *L, const RString &sExpression, const RString &sName = "" );
bool RunScriptFile( const RString &sFile );
/* 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 );
// Create a Lua table with contents set from this XNode, then push it on the stack.
void CreateTableFromXNode( Lua *L, const XNode *pNode );
/* 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();
/* Pops the last iArgs arguments from the stack, and return a function that
* returns those values. */
void PushValueFunc( lua_State *L, int iArgs );
template<class T>
void Push( lua_State *L, const T &Object );
template<class T>
bool FromStack( lua_State *L, T &Object, int iOffset );
template<class T>
bool Pop( lua_State *L, T &val )
{
bool bRet = LuaHelpers::FromStack( L, val, -1 );
lua_pop( L, 1 );
return bRet;
}
template<class T>
void ReadArrayFromTable( vector<T> &aOut, lua_State *L )
{
luaL_checktype( L, -1, LUA_TTABLE );
int i = 0;
while( lua_rawgeti(L, -1, ++i), !lua_isnil(L, -1) )
{
T value = T();
LuaHelpers::Pop( L, value );
aOut.push_back( value );
}
lua_pop( L, 1 ); // pop nil
}
template<class T>
void CreateTableFromArray( const vector<T> &aIn, lua_State *L )
{
lua_newtable( L );
for( unsigned i = 0; i < aIn.size(); ++i )
{
LuaHelpers::Push( L, aIn[i] );
lua_rawseti( L, -2, i+1 );
}
}
int TypeError( Lua *L, int narg, const char *tname );
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 );
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;
// Swallow up warnings. If they must be used, define them.
LuaThreadVariable& operator=(const LuaThreadVariable& rhs);
};
/**
* @brief 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)) )
/** @brief 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 )
struct RegisterLuaFunction { RegisterLuaFunction( RegisterWithLuaFn pfn ) { LuaManager::Register( pfn ); } };
#define REGISTER_WITH_LUA_FUNCTION( Fn ) \
static RegisterLuaFunction register##Fn( Fn );
inline bool MyLua_checkboolean (lua_State *L, int numArg)
{
luaL_checktype( L, numArg, LUA_TBOOLEAN );
return !!lua_toboolean( L, numArg );
}
/* 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 )
{
luaL_checkany( L, 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)))
#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 );
#endif
/*
* (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.
*/