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moonfall/LuaBinding.cpp

417 lines
8.9 KiB
C++

/*
Moonfall Copyright (C) 2008 Alex Yatskov
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Pch.h"
#include "LuaBinding.h"
#include "IWorldContext.h"
LuaBinding::LuaBinding() :
m_state(NULL)
{
ResetState();
}
LuaBinding::~LuaBinding()
{
lua_close(m_state);
}
void LuaBinding::ResetState()
{
if (m_state != NULL)
{
lua_close(m_state);
}
m_state = luaL_newstate();
luaL_openlibs(m_state);
lua_pushlightuserdata(m_state, this);
lua_setfield(m_state, LUA_REGISTRYINDEX, "LuaBinding");
ExportFunctions();
ExportConstants();
}
void LuaBinding::Push(const std::string& value)
{
Push(value.c_str());
}
void LuaBinding::Push(const char* value)
{
lua_pushstring(m_state, value);
}
void LuaBinding::Push(double value)
{
lua_pushnumber(m_state, value);
}
void LuaBinding::Push(float value)
{
lua_pushnumber(m_state, value);
}
void LuaBinding::Push(int value)
{
lua_pushinteger(m_state, value);
}
void LuaBinding::Push(bool value)
{
lua_pushboolean(m_state, value ? 1 : 0);
}
void LuaBinding::Push(const ActorShape& value)
{
lua_newtable(m_state);
const int top = lua_gettop(m_state);
Push(value.data);
Push(value.position);
Push(value.size);
Push(value.enabled);
lua_setfield(m_state, top, "enabled");
lua_setfield(m_state, top, "size");
lua_setfield(m_state, top, "position");
lua_setfield(m_state, top, "data");
}
void LuaBinding::Push(const LuaValue& value)
{
switch (value.type)
{
case LUA_TYPE_BOOLEAN:
Push(value.valueBoolean);
break;
case LUA_TYPE_NUMBER:
Push(value.valueNumber);
break;
case LUA_TYPE_STRING:
Push(value.valueString);
break;
}
}
void LuaBinding::PushNil()
{
lua_pushnil(m_state);
}
void LuaBinding::Push(const ScriptParameter& value)
{
LuaValue luaValue;
if (ScriptParameterToLuaValue(value, &luaValue))
{
Push(luaValue);
}
}
bool LuaBinding::Peek(int index, std::string* value, const std::string& def)
{
const char* temp = NULL;
if (!Peek(index, &temp))
{
*value = def;
return false;
}
*value = temp;
return true;
}
bool LuaBinding::Peek(int index, const char** value, const char* def)
{
if (!lua_isstring(m_state, index))
{
*value = def;
return false;
}
*value = lua_tostring(m_state, index);
return true;
}
bool LuaBinding::Peek(int index, double* value, double def)
{
if (!lua_isnumber(m_state, index))
{
*value = def;
return false;
}
*value = lua_tonumber(m_state, index);
return true;
}
bool LuaBinding::Peek(int index, float* value, float def)
{
if (!lua_isnumber(m_state, index))
{
*value = def;
return false;
}
*value = lua_tonumber(m_state, index);
return true;
}
bool LuaBinding::Peek(int index, int* value, int def)
{
if (!lua_isnumber(m_state, index))
{
*value = def;
return false;
}
*value = lua_tointeger(m_state, index);
return true;
}
bool LuaBinding::Peek(int index, bool* value, bool def)
{
if (!lua_isboolean(m_state, index))
{
*value = def;
return false;
}
*value = lua_toboolean(m_state, index) != 0;
return true;
}
bool LuaBinding::Peek(int index, ActorShape* value, const ActorShape& def)
{
if (!lua_istable(m_state, index))
{
*value = def;
return false;
}
lua_getfield(m_state, index, "data");
lua_getfield(m_state, index, "position");
lua_getfield(m_state, index, "size");
lua_getfield(m_state, index, "enabled");
const int top = lua_gettop(m_state);
const bool success = Peek(top - 3, &value->data) & Peek(top - 2, &value->position) & Peek(top - 1, &value->size) & Peek(top - 0, &value->enabled);
lua_pop(m_state, 4);
if (!success)
{
*value = def;
return false;
}
return true;
}
bool LuaBinding::Peek(int index, LuaValue* value, const LuaValue& def)
{
if (Peek(index, &value->valueBoolean))
{
value->type = LUA_TYPE_BOOLEAN;
return true;
}
if (Peek(index, &value->valueNumber))
{
value->type = LUA_TYPE_NUMBER;
return true;
}
if (Peek(index, &value->valueString))
{
value->type = LUA_TYPE_STRING;
return true;
}
*value = def;
return false;
}
bool LuaBinding::PeekNil(int index)
{
return lua_isnil(m_state, index);
}
bool LuaBinding::Peek(int index, ScriptParameter* value, const ScriptParameter& def)
{
LuaValue luaValue;
if (!Peek(index, &luaValue))
{
*value = def;
return false;
}
ScriptParameter parameter;
if (!LuaValueToScriptParameter(luaValue, &parameter))
{
*value = def;
return false;
}
*value = parameter;
return true;
}
void LuaBinding::Pop(int count)
{
lua_pop(m_state, count);
}
void LuaBinding::TraceError(int result)
{
const int top = lua_gettop(m_state);
const char* error = lua_tostring(m_state, top);
if (error == NULL)
{
return;
}
switch (result)
{
case LUA_ERRSYNTAX:
Trace::Write(boost::format("Syntax error: %s") % error, Trace::LEVEL_ERROR, "Lua");
break;
case LUA_ERRRUN:
Trace::Write(boost::format("Runtime error: %s") % error, Trace::LEVEL_ERROR, "Lua");
break;
case LUA_ERRMEM:
Trace::Write(boost::format("Memory allocation error: %s") % error, Trace::LEVEL_ERROR, "Lua");
break;
case LUA_ERRERR:
Trace::Write(boost::format("Error handler function error: %s") % error, Trace::LEVEL_ERROR, "Lua");
break;
}
}
bool LuaBinding::IsFunction(int index)
{
return lua_isfunction(m_state, index);
}
void LuaBinding::GetGlobal(const char* name)
{
lua_getglobal(m_state, name);
}
bool LuaBinding::DoString(const char* string)
{
return LoadString(string) && Call(0, LUA_MULTRET);
}
bool LuaBinding::Call(int args, int results)
{
const int result = lua_pcall(m_state, args, results, 0);
if (result != 0)
{
TraceError(result);
}
return result == 0;
}
bool LuaBinding::LoadString(const char* string)
{
const int result = luaL_loadstring(m_state, string);
if (result != 0)
{
TraceError(result);
}
return result == 0;
}
void LuaBinding::DoError(const char* string)
{
luaL_error(m_state, string);
}
int LuaBinding::GetTop()
{
return lua_gettop(m_state);
}
boost::shared_ptr<Actor> LuaBinding::GetActor(Token actorId)
{
boost::shared_ptr<Actor> actor;
IWorldContext* worldContext = System::QueryWorldContext();
if (worldContext != NULL)
{
actor = worldContext->GetActor(actorId).lock();
}
return actor;
}
boost::shared_ptr<Actor> LuaBinding::GetActor(const char* actorName)
{
boost::shared_ptr<Actor> actor;
IWorldContext* worldContext = System::QueryWorldContext();
if (worldContext != NULL)
{
actor = worldContext->GetActor(actorName).lock();
}
return actor;
}
bool LuaBinding::LuaValueToScriptParameter(const LuaValue& value, ScriptParameter* parameter)
{
static char s_buffer[256] = {0};
switch (value.type)
{
case LUA_TYPE_NUMBER:
parameter->type = SCRIPT_PARAMETER_TYPE_NUMBER;
sprintf(s_buffer, "%f", value.valueNumber);
parameter->value = s_buffer;
return true;
case LUA_TYPE_BOOLEAN:
parameter->type = SCRIPT_PARAMETER_TYPE_BOOLEAN;
parameter->value = value.valueBoolean ? "true" : "false";
return true;
case LUA_TYPE_STRING:
parameter->type = SCRIPT_PARAMETER_TYPE_STRING;
parameter->value = value.valueString;
return true;
default:
return false;
}
}
bool LuaBinding::ScriptParameterToLuaValue(const ScriptParameter& parameter, LuaValue* value)
{
switch (parameter.type)
{
case SCRIPT_PARAMETER_TYPE_NUMBER:
value->type = LUA_TYPE_NUMBER;
value->valueNumber = atof(parameter.value.c_str());
return true;
case SCRIPT_PARAMETER_TYPE_BOOLEAN:
value->type = LUA_TYPE_BOOLEAN;
value->valueBoolean = parameter.value == "true";
return true;
case SCRIPT_PARAMETER_TYPE_STRING:
value->type = LUA_TYPE_STRING;
value->valueString = parameter.value;
return true;
default:
return false;
}
}