Files
itgmania212121/stepmania/src/LuaManager.h
T
2006-10-09 01:34:16 +00:00

184 lines
5.5 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;
extern "C"
{
#include "lua-5.1/src/lua.h"
#include "lua-5.1/src/lualib.h"
#include "lua-5.1/src/lauxlib.h"
}
class LuaManager;
extern LuaManager *LUA;
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 );
/* 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 );
XNode *GetLuaInformation() const;
private:
lua_State *L;
RageMutex *m_pLock;
};
namespace LuaHelpers
{
/* Run a script with the given name. The given 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 RunScript( Lua *L, const RString &sScript, const RString &sName, RString &sError, 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 );
/* Strip "//" comments and "+". */
void PrepareExpression( RString &sInOut );
/* 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 );
/* Read the table at the top of the stack back into a vector. */
void ReadArrayFromTableB( Lua *L, vector<bool> &aOut );
/* Run an expression in the global environment, returning the given type. */
bool RunExpressionB( const RString &str );
float RunExpressionF( const RString &str );
void RunExpressionS( const RString &str, RString &sOut );
/* If sStr begins with @, evaluate the rest as an expression and store the result over sStr. */
bool RunAtExpressionS( RString &sStr );
void ParseCommandList( lua_State *L, const RString &sCommands, const RString &sName );
/* 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; }
}
#define REGISTER_WITH_LUA_FUNCTION( Fn ) \
class Register##Fn { public: Register##Fn() { LuaManager::Register( Fn ); } }; \
static Register##Fn register##Fn;
inline bool MyLua_checkboolean (lua_State *L, int numArg)
{
luaL_checktype( L, numArg, LUA_TBOOLEAN );
return !!lua_toboolean( L, numArg );
}
#define SArg(n) (luaL_checkstring(L,(n)))
#define IArg(n) (luaL_checkint(L,(n)))
#define BArg(n) (MyLua_checkboolean(L,(n)))
#define FArg(n) ((float) luaL_checknumber(L,(n)))
/* Linked list of functions we make available to Lua. */
struct LuaFunctionList
{
LuaFunctionList( RString name, lua_CFunction func );
RString name;
lua_CFunction func;
LuaFunctionList *next;
};
#define LuaFunction( func, expr ) \
int LuaFunc_##func( lua_State *L ) { \
LuaHelpers::Push( L, expr ); return 1; \
} \
static LuaFunctionList g_##func( #func, LuaFunc_##func ); /* register it */
#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.
*/