b17536b649
Linux side needs to be updated...but still more to move.
255 lines
8.5 KiB
C++
255 lines
8.5 KiB
C++
#ifndef LUA_MANAGER_H
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#define LUA_MANAGER_H
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struct lua_State;
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typedef lua_State Lua;
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typedef void (*RegisterWithLuaFn)(lua_State*);
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class RageMutex;
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class XNode;
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class LuaReference;
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extern "C"
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{
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#include "../extern/lua-5.1/src/lua.h"
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#include "../extern/lua-5.1/src/lualib.h"
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#include "../extern/lua-5.1/src/lauxlib.h"
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}
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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();
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~LuaManager();
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Lua *Get();
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void Release( Lua *&p );
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/* Explicitly lock and unlock Lua access. This is done automatically by
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* Get() and Release(). */
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void YieldLua();
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void UnyieldLua();
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// Register all subscribing types.
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// There's no harm in registering when already registered.
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void RegisterTypes();
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void SetGlobal( const RString &sName, int val );
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void SetGlobal( const RString &sName, const RString &val );
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void UnsetGlobal( const RString &sName );
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private:
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lua_State *m_pLuaMain;
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// Swallow up warnings. If they must be used, define them.
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LuaManager& operator=(const LuaManager& rhs);
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LuaManager(const LuaManager& rhs);
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};
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extern LuaManager *LUA;
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/** @brief Utilities for working with Lua. */
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namespace LuaHelpers
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{
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/* Load the given script with the given name. On success, the resulting
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* chunk will be on the stack. On error, the error is stored in sError
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* and the stack is unchanged. */
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bool LoadScript( Lua *L, const RString &sScript, const RString &sName, RString &sError );
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/* Run the function with arguments at the top of the stack, with the given
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* number of arguments. The specified number of return values are left on
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* the Lua stack. On error, nils are left on the stack, sError is set and
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* false is returned. */
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bool RunScriptOnStack( Lua *L, RString &sError, int iArgs = 0, int iReturnValues = 0 );
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/* LoadScript the given script, and RunScriptOnStack it.
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* 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
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* 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,
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* and push it on the stack. */
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void CreateTableFromArrayB( Lua *L, const vector<bool> &aIn );
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// Create a Lua table with contents set from this XNode, then push it on the stack.
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void CreateTableFromXNode( Lua *L, const XNode *pNode );
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/* Recursively copy elements from the table at stack element -2 into the
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* table at stack -1. Pop both elements from the stack. */
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void DeepCopy( lua_State *L );
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// Read the table at the top of the stack back into a vector.
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void ReadArrayFromTableB( Lua *L, vector<bool> &aOut );
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void ParseCommandList( lua_State *L, const RString &sCommands, const RString &sName );
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XNode *GetLuaInformation();
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/* Pops the last iArgs arguments from the stack, and return a function that
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* returns those values. */
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void PushValueFunc( lua_State *L, int iArgs );
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template<class T>
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void Push( lua_State *L, const T &Object );
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template<class T>
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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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{
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bool bRet = LuaHelpers::FromStack( L, val, -1 );
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lua_pop( L, 1 );
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return bRet;
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}
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template<class T>
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void ReadArrayFromTable( vector<T> &aOut, lua_State *L )
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{
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luaL_checktype( L, -1, LUA_TTABLE );
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int i = 0;
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while( lua_rawgeti(L, -1, ++i), !lua_isnil(L, -1) )
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{
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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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}
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lua_pop( L, 1 ); // pop nil
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}
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template<class T>
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void CreateTableFromArray( const vector<T> &aIn, lua_State *L )
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{
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lua_newtable( L );
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for( unsigned i = 0; i < aIn.size(); ++i )
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{
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LuaHelpers::Push( L, aIn[i] );
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lua_rawseti( L, -2, i+1 );
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}
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}
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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; }
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}
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class LuaThreadVariable
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{
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public:
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LuaThreadVariable( const RString &sName, const RString &sValue );
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LuaThreadVariable( const RString &sName, const LuaReference &Value );
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LuaThreadVariable( lua_State *L ); // name and value are on stack
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~LuaThreadVariable();
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static void GetThreadVariable( lua_State *L );
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private:
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LuaThreadVariable( const LuaThreadVariable &cpy ); // not defined
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void SetFromStack( lua_State *L );
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int AdjustCount( lua_State *L, int iAdd );
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static bool PushThreadTable( lua_State *L, bool bCreate );
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static RString GetCurrentThreadIDString();
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LuaReference *m_Name;
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LuaReference *m_pOldValue;
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// Swallow up warnings. If they must be used, define them.
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LuaThreadVariable& operator=(const LuaThreadVariable& rhs);
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};
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/**
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* @brief Iterate over all elements in the table.
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*
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* For safety reasons, the key is pushed onto the stack and can be read (safely)
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* as a string and popped or altered in any way. Stack management is handled
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* automatically. That is, you need not remove all stack elements above the key.
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* Once the loop exits normally, the top of the stack will be where it was before.
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* If you break out of the loop early, you need to handle that explicitly. */
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#define FOREACH_LUATABLE(L,index) \
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for( const int UNIQUE_NAME(tab) = LuaHelpers::AbsIndex(L,index), \
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UNIQUE_NAME(top) = (lua_pushnil(L),lua_gettop(L)); \
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lua_next(L, UNIQUE_NAME(tab)) && (lua_pushvalue(L,-2),true); \
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lua_settop(L,UNIQUE_NAME(top)) )
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/** @brief Iterate over the array elements of a table. */
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#define FOREACH_LUATABLEI(L, index, i) \
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for( int UNIQUE_NAME(tab) = LuaHelpers::AbsIndex(L,index), \
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UNIQUE_NAME(top) = lua_gettop(L), i = 1; \
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lua_rawgeti( L, tab, i ), \
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lua_isnil(L, -1)? \
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(lua_pop(L, 1), false):(true); /* if nil, pop the nil and stop traversal */ \
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lua_settop(L,UNIQUE_NAME(top)), ++i )
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struct RegisterLuaFunction { RegisterLuaFunction( RegisterWithLuaFn pfn ) { LuaManager::Register( pfn ); } };
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#define REGISTER_WITH_LUA_FUNCTION( Fn ) \
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static RegisterLuaFunction register##Fn( Fn );
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inline bool MyLua_checkboolean (lua_State *L, int numArg)
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{
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luaL_checktype( L, numArg, LUA_TBOOLEAN );
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return !!lua_toboolean( L, numArg );
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}
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/* BIArg is like BArg, except 1 is accepted as a true value and (as a special case)
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* 0 is accepted as a false value. This is to help transitions where "cmd,0" is
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* used to mean "cmd,false". */
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inline bool MyLua_checkintboolean( lua_State *L, int iArg )
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{
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luaL_checkany( L, iArg );
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int iType = lua_type( L, iArg );
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if( iType == LUA_TNUMBER )
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{
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int iValue = lua_tointeger( L, iArg );
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return iValue != 0;
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}
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return MyLua_checkboolean( L, iArg );
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}
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#define SArg(n) (luaL_checkstring(L,(n)))
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#define BIArg(n) (MyLua_checkintboolean(L,(n)))
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#define IArg(n) (luaL_checkint(L,(n)))
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#define BArg(n) (MyLua_checkboolean(L,(n)))
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#define FArg(n) ((float) luaL_checknumber(L,(n)))
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#define LuaFunction( func, expr ) \
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int LuaFunc_##func( lua_State *L ) { \
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LuaHelpers::Push( L, expr ); return 1; \
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} \
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void LuaFunc_Register_##func( lua_State *L ) { lua_register( L, #func, LuaFunc_##func ); } \
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REGISTER_WITH_LUA_FUNCTION( LuaFunc_Register_##func );
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#endif
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/*
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* (c) 2004 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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