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