#include "Base.h" #include "FileSystem.h" #include "ScriptController.h" #ifndef GP_NO_LUA_BINDINGS #include "lua/lua_all_bindings.h" #endif #define GENERATE_LUA_GET_POINTER(type, checkFunc) \ ScriptController* sc = Game::getInstance()->getScriptController(); \ /* Check that the parameter is the correct type. */ \ if (!lua_istable(sc->_lua, index)) \ { \ if (lua_islightuserdata(sc->_lua, index)) \ return LuaArray((type*)lua_touserdata(sc->_lua, index)); \ lua_pushfstring(sc->_lua, "Expected a " #type " pointer (an array represented as a Lua table), got '%s' instead.", \ luaL_typename(sc->_lua, index)); \ lua_error(sc->_lua); \ return LuaArray((type*)NULL); \ } \ \ /* Get the size of the array. */ \ lua_len(sc->_lua, index); \ int size = luaL_checkint(sc->_lua, -1); \ lua_pop(sc->_lua, 1); \ if (size <= 0) \ return LuaArray((type*)NULL); \ \ /* Declare a LuaArray to store the values. */ \ LuaArray arr(size); \ \ /* Push the first key. */ \ lua_pushnil(sc->_lua); \ int i = 0; \ for (; lua_next(sc->_lua, index) != 0 && i < size; i++) \ { \ arr[i] = (checkFunc(sc->_lua, -1)); \ \ /* Remove the value we just retrieved, but leave the key for the next iteration. */ \ lua_pop(sc->_lua, 1); \ } \ \ return arr #define PUSH_NESTED_VARIABLE(name, defaultValue, script) \ int top = lua_gettop(_lua); \ if (!getNestedVariable(_lua, name, script ? script->_env : 0)) \ { \ lua_settop(_lua, top); \ return (defaultValue); \ } #define POP_NESTED_VARIABLE() \ lua_settop(_lua, top) namespace gameplay { extern void splitURL(const std::string& url, std::string* file, std::string* id); /** * Pushes onto the stack, the value of the variable 'name' or the nested table value if 'name' is a '.' separated * list of tables of the form "A.B.C.D", where A, B and C are tables and D is a variable name in the table C. * * This function will not restore the stack if there is an error. * * @param lua The Lua state. * @param name The name of a variable or a '.' separated list of nested tables ending with a variable name. * The name value may be in the format "A.B.C.D" where A is a table and B, C are child tables. * D is any type, which will be accessed by the calling function. * @param env Optional script environment ID, or zero for the global script environment. * * @return True if the tables were pushed on the stack or the variable was pushed. Returns false on error. */ static bool getNestedVariable(lua_State* lua, const char* name, int env = 0) { if (strchr(name, '.') == NULL) { // Just a field name, no nested tables if (env) { lua_rawgeti(lua, LUA_REGISTRYINDEX, env); lua_pushstring(lua, name); lua_rawget(lua, -2); } else { lua_getglobal(lua, name); } return true; } static std::string str; // Copy the input string to a std::string so we can modify it because // some of the Lua functions require NULL terminated c-strings. str.assign(name); // Find the first table, which will be a global variable. char* start = const_cast(str.c_str()); char* end = strchr(start, '.'); if (end == NULL) { return false; } ++end; *(end - 1) = '\0'; if (env) { lua_rawgeti(lua, LUA_REGISTRYINDEX, env); lua_pushstring(lua, name); lua_rawget(lua, -2); } else { lua_getglobal(lua, start); } *(end - 1) = '.'; if (!lua_istable(lua, -1)) { return false; } // Push the nested tables for (;;) { start = end; end = strchr(start, '.'); if (end == NULL || *end == '\0') { // push the last variable lua_pushstring(lua, start); lua_gettable(lua, -2); return true; } else { // Push the next table *end = '\0'; lua_pushstring(lua, start); *end = '.'; lua_gettable(lua, -2); if (!lua_istable(lua, -1)) { return false; } ++end; if (*end == '.') { return false; } } } return false; } Script* ScriptController::loadScript(const char* path, Script::Scope scope, bool forceReload) { GP_ASSERT(path); Script* script = NULL; // For global scripts, check if a script with the same path and scope is already loaded. // Protected scripts are always loaded into a new instance. if (scope == Script::GLOBAL) { std::map>::iterator itr = _scripts.find(path); if (itr != _scripts.end()) { for (size_t i = 0, count = itr->second.size(); i < count; ++i) { if (itr->second[i]->_scope == scope) { // Found a script with the same path and scope that's already loaded script = itr->second[i]; break; } } } } // If the script is already loaded and forceReload was not specified, increase its // reference count and return it if (script && !forceReload) { script->addRef(); return script; } // Create a new script object if neccessary if (script == NULL) { script = new Script(); script->_path = path; script->_scope = scope; } // Attempt to load the script into the given scope if (!loadScript(script)) { // Freeing the script will cause it to be removed from _scripts SAFE_RELEASE(script); } return script; } bool ScriptController::loadScript(Script* script) { GP_ASSERT(script); if (!FileSystem::fileExists(script->_path.c_str())) { GP_WARN("Failed to load script: %s. File does not exist.", script->_path.c_str()); return false; } // Insert an entry into _scripts before loading the script, to prevent load recursion std::vector& scripts = _scripts[script->_path]; scripts.push_back(script); // Load the contents of the script, but don't execute it yet const char* scriptSource = FileSystem::readAll(script->_path.c_str()); int ret = luaL_loadstring(_lua, scriptSource); // [chunk] SAFE_DELETE_ARRAY(scriptSource); if (ret == LUA_OK) { // If the requested scope is protected, create a new script env table to execute // the script within, using a metatable to fallback to the global table (_G) if (script->_scope == Script::PROTECTED) { // Create a new table as an environment for the new script lua_newtable(_lua); // new ENV for script [chunk, env] // Store a ref to the table in the registry (this pops the table) [chunk] script->_env = luaL_ref(_lua, LUA_REGISTRYINDEX); // Put the env table back on top of the stack lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); // [chunk, env] // Create a metatable that forwards missed lookups to global table _G lua_newtable(_lua); // metatable [chunk, env, meta] lua_pushglobaltable(_lua); // pushes _G, which will be the __index metatable entry [chunk, env, meta, _G] // Set the __index property of the metatable to _G lua_setfield(_lua, -2, "__index"); // metatable on top [chunk, env, meta] // Set the metatable for our new environment table lua_setmetatable(_lua, -2); // [chunk, env] // Store a pointer to the ENV table in the table itself, so it can refer to itself. // This is similar to how the _G field works for accessing the global table, and // how _G._G is valid. lua_pushvalue(_lua, -1); // [chunk, env, env] lua_setfield(_lua, -2, "_THIS"); // [chunk, env] // Set the first upvalue (_ENV) for our chunk to the new environment table if (lua_setupvalue(_lua, -2, 1) == NULL) // [chunk] { GP_WARN("Error setting environment table for script: %s.", script->_path.c_str()); } } // Execute the script ret = lua_pcall(_lua, 0, 0, 0); } if (ret != LUA_OK) { script->_env = 0; // clear _env on failure GP_WARN("Failed to load script: %s. %s.", script->_path.c_str(), lua_tostring(_lua, -1)); return false; } return true; } void ScriptController::unloadScript(Script* script) { if (script->_env != 0) { // Release the reference to the environment table for this non-global script luaL_unref(_lua, LUA_REGISTRYINDEX, script->_env); script->_env = 0; } // TODO: What else can we clean up here? // Can we test this with manual GC and breaking on gameplay object constructors that were delcared in the script? // Remove the script from our managed list std::map>::iterator itr = _scripts.find(script->_path); if (itr != _scripts.end()) { std::vector& scripts = itr->second; for (size_t i = 0, count = scripts.size(); i < count; ++i) { if (scripts[i] == script) { scripts.erase(scripts.begin() + i); break; } } if (scripts.empty()) { _scripts.erase(itr); } } } bool ScriptController::getBool(const char* name, bool defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); bool b = lua_isboolean(_lua, -1) ? ScriptUtil::luaCheckBool(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return b; } char ScriptController::getChar(const char* name, char defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); char c = lua_isnumber(_lua, -1) ? (char)luaL_checkint(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return c; } short ScriptController::getShort(const char* name, short defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); short n = lua_isnumber(_lua, -1) ? (short)luaL_checkint(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return n; } int ScriptController::getInt(const char* name, int defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); int n = lua_isnumber(_lua, -1) ? luaL_checkint(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return n; } long ScriptController::getLong(const char* name, long defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); long n = lua_isnumber(_lua, -1) ? luaL_checklong(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return n; } unsigned char ScriptController::getUnsignedChar(const char* name, unsigned char defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); unsigned char c = lua_isnumber(_lua, -1) ? (unsigned char)luaL_checkunsigned(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return c; } unsigned short ScriptController::getUnsignedShort(const char* name, unsigned short defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); unsigned short n = lua_isnumber(_lua, -1) ? (unsigned short)luaL_checkunsigned(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return n; } unsigned int ScriptController::getUnsignedInt(const char* name, unsigned int defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); unsigned int n = lua_isnumber(_lua, -1) ? (unsigned int)luaL_checkunsigned(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return n; } unsigned long ScriptController::getUnsignedLong(const char* name, unsigned long defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); unsigned long n = lua_isnumber(_lua, -1) ? (unsigned long)luaL_checkunsigned(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return n; } float ScriptController::getFloat(const char* name, float defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); float f = lua_isnumber(_lua, -1) ? (float)luaL_checknumber(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return f; } double ScriptController::getDouble(const char* name, double defaultValue, Script* script) { PUSH_NESTED_VARIABLE(name, defaultValue, script); double n = lua_isnumber(_lua, -1) ? (double)luaL_checknumber(_lua, -1) : defaultValue; POP_NESTED_VARIABLE(); return n; } const char* ScriptController::getString(const char* name, Script* script) { PUSH_NESTED_VARIABLE(name, NULL, script); const char* s = lua_isstring(_lua, -1) ? luaL_checkstring(_lua, -1) : NULL; POP_NESTED_VARIABLE(); return s; } void* ScriptController::getObjectPointer(const char* type, const char* name, Script* script) { PUSH_NESTED_VARIABLE(name, NULL, script); void* userData = lua_isuserdata(_lua, -1) ? luaL_checkudata(_lua, -1, type) : NULL; POP_NESTED_VARIABLE(); return ((ScriptUtil::LuaObject*)userData)->instance; } void ScriptController::setBool(const char* name, bool v, Script* script) { // TODO: Support setting variables in nested tables. Should just need to execute code similar to // that in getNestedVariable, except we only need to push the parent tables onto the stack, // NOT the actual field/variable (since we're going to set it). if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushboolean(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushboolean(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setChar(const char* name, char v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushinteger(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushinteger(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setShort(const char* name, short v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushinteger(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushinteger(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setInt(const char* name, int v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushinteger(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushinteger(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setLong(const char* name, long v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushinteger(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushinteger(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setUnsignedChar(const char* name, unsigned char v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushunsigned(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushunsigned(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setUnsignedShort(const char* name, unsigned short v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushunsigned(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushunsigned(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setUnsignedInt(const char* name, unsigned int v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushunsigned(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushunsigned(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setUnsignedLong(const char* name, unsigned long v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushunsigned(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushunsigned(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setFloat(const char* name, float v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushnumber(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushnumber(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setDouble(const char* name, double v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushnumber(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushnumber(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setString(const char* name, const char* v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); lua_pushstring(_lua, v); lua_setfield(_lua, -2, name); } else { lua_pushstring(_lua, v); lua_setglobal(_lua, name); } } void ScriptController::setObjectPointer(const char* type, const char* name, void* v, Script* script) { if (script && script->_env) { lua_rawgeti(_lua, LUA_REGISTRYINDEX, script->_env); } // Push a new user data onto the stack (and setup its metatable) ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(_lua, sizeof(ScriptUtil::LuaObject)); object->instance = v; object->owns = false; luaL_getmetatable(_lua, type); lua_setmetatable(_lua, -2); if (script && script->_env) { lua_setfield(_lua, -2, name); } else { lua_setglobal(_lua, name); } } bool ScriptController::functionExists(const char* name, const Script* script) const { PUSH_NESTED_VARIABLE(name, false, script); bool result = lua_isfunction(_lua, -1) ? true : false; POP_NESTED_VARIABLE(); return result; } Script* ScriptController::getCurrentScript() const { return _envStack.empty() ? NULL : _envStack.back(); } void ScriptController::print(const char* str) { gameplay::print("%s", str); } void ScriptController::print(const char* str1, const char* str2) { gameplay::print("%s%s", str1, str2); } ScriptController::ScriptController() : _lua(NULL) { } ScriptController::~ScriptController() { } static const char* lua_print_function = "function print(...)\n" " ScriptController.print(table.concat({...},\"\\t\"), \"\\n\")\n" "end\n"; static const char* lua_loadfile_function = "do\n" " local oldLoadfile = loadfile\n" " loadfile = function(filename)\n" " if filename ~= nil and not FileSystem.isAbsolutePath(filename) then\n" " FileSystem.createFileFromAsset(filename)\n" " filename = FileSystem.getResourcePath() .. filename\n" " end\n" " return oldLoadfile(filename)\n" " end\n" "end\n"; static const char* lua_dofile_function = "do\n" " local oldDofile = dofile\n" " dofile = function(filename)\n" " if filename ~= nil and not FileSystem.isAbsolutePath(filename) then\n" " FileSystem.createFileFromAsset(filename)\n" " filename = FileSystem.getResourcePath() .. filename\n" " end\n" " return oldDofile(filename)\n" " end\n" "end\n"; /** * @script{ignore} */ void appendLuaPath(lua_State* state, const char* path) { lua_getglobal(state, "package"); // Get the current path string from top of stack lua_getfield(state, -1, "path"); std::string cur_path = lua_tostring(state, -1); lua_pop(state, 1); // Append our game resource path to the path cur_path += ';'; cur_path += path; cur_path += "?.lua"; // Push the new path lua_pushstring(state, cur_path.c_str()); lua_setfield(state, -2, "path"); lua_pop(state, 1); } void ScriptController::initialize() { _lua = luaL_newstate(); if (!_lua) GP_ERROR("Failed to initialize Lua scripting engine."); luaL_openlibs(_lua); #ifndef GP_NO_LUA_BINDINGS lua_RegisterAllBindings(); ScriptUtil::registerFunction("convert", ScriptController::convert); #endif // Append to the LUA_PATH to allow scripts to be found in the resource folder on all platforms appendLuaPath(_lua, FileSystem::getResourcePath()); // Create our own print() function that uses gameplay::print. if (luaL_dostring(_lua, lua_print_function)) GP_ERROR("Failed to load custom print() function with error: '%s'.", lua_tostring(_lua, -1)); // Change the functions that read a file to use FileSystem.getResourcePath as their base path. if (luaL_dostring(_lua, lua_loadfile_function)) GP_ERROR("Failed to load custom loadfile() function with error: '%s'.", lua_tostring(_lua, -1)); if (luaL_dostring(_lua, lua_dofile_function)) GP_ERROR("Failed to load custom dofile() function with error: '%s'.", lua_tostring(_lua, -1)); // Write game command-line arguments to a global lua "arg" table std::ostringstream args; int argc; char** argv; Game::getInstance()->getArguments(&argc, &argv); args << "arg = { }\n"; for (int i = 0; i < argc; ++i) { args << "arg[" << (i) << "] = [[" << argv[i] << "]]\n"; } std::string argsStr = args.str(); if (argsStr.length() > 0) { if (luaL_dostring(_lua, argsStr.c_str())) GP_ERROR("Failed to pass command-line arguments with error: '%s'.", lua_tostring(_lua, -1)); } } void ScriptController::finalize() { // Cleanup any outstanding time listeners for (std::list::iterator itr = _timeListeners.begin(); itr != _timeListeners.end(); ++itr) { SAFE_DELETE(*itr); } _timeListeners.clear(); if (_lua) { // Perform a full garbage collection cycle. // Note that this does NOT free any global variables declared in scripts, since // they are stored in the global state and are still referenced. Only after // closing the state (lua_close) will those variables be released. lua_gc(_lua, LUA_GCCOLLECT, 0); lua_close(_lua); _lua = NULL; } } void ScriptController::executeFunctionHelper(int resultCount, const char* func, const char* args, va_list* list, Script* script) { if (!_lua) return; // handles calling this method after script is finalized if (func == NULL) { GP_ERROR("Lua function name must be non-null."); return; } // If script was not specified and we are currently executing another function, // call this function in the previous call's environment (stored in _envStack). // This allows gameplay script callbacks (such as Scene.visit) to work locally when called // from an sandboxed script. if (!script && !_envStack.empty()) { // Execute in the currently running script's environment script = _envStack.back(); } int env = script ? script->_env : 0; if (!getNestedVariable(_lua, func, env)) { GP_WARN("Failed to call function '%s'", func); return; } const char* sig = args; int argumentCount = 0; // Push the arguments to the Lua stack if there are any. if (sig) { while (true) { if (!(*sig)) break; switch(*sig++) { // Signed integers. case 'c': case 'h': case 'i': case 'l': lua_pushinteger(_lua, va_arg(*list, int)); break; // Unsigned integers. case 'u': // Skip past the actual type (long, int, short, char). sig++; lua_pushunsigned(_lua, va_arg(*list, int)); break; // Booleans. case 'b': lua_pushboolean(_lua, va_arg(*list, int)); break; // Floating point numbers. case 'f': case 'd': lua_pushnumber(_lua, va_arg(*list, double)); break; // Strings. case 's': lua_pushstring(_lua, va_arg(*list, char*)); break; // Pointers. case 'p': lua_pushlightuserdata(_lua, va_arg(*list, void*)); break; // Enums. case '[': { std::string type = sig; type = type.substr(0, type.find("]")); // Skip past the closing ']' (the semi-colon here is intentional-do not remove). while (*sig++ != ']'); // We simply push enums as the integer values they represent lua_pushnumber(_lua, va_arg(*list, int)); break; } // Object references/pointers (Lua userdata). case '<': { std::string type = sig; type = type.substr(0, type.find(">")); // Skip past the closing '>' (the semi-colon here is intentional-do not remove). while (*sig++ != '>'); // Calculate the unique Lua type name. size_t i = type.find("::"); while (i != std::string::npos) { // We use "" as the replacement here-this must match the preprocessor // define SCOPE_REPLACEMENT from the gameplay-luagen project. type.replace(i, 2, ""); i = type.find("::"); } void* ptr = va_arg(*list, void*); if (ptr == NULL) { lua_pushnil(_lua); } else { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(_lua, sizeof(ScriptUtil::LuaObject)); object->instance = ptr; object->owns = false; luaL_getmetatable(_lua, type.c_str()); lua_setmetatable(_lua, -2); } break; } default: GP_ERROR("Invalid argument type '%d'.", *(sig - 1)); break; } argumentCount++; luaL_checkstack(_lua, 1, "Too many arguments."); } } pushScript(script); // Perform the function call. if (lua_pcall(_lua, argumentCount, resultCount, 0) != 0) GP_WARN("Failed to call function '%s' with error '%s'.", func, lua_tostring(_lua, -1)); popScript(); } int ScriptController::convert(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if (lua_type(state, 1) == LUA_TUSERDATA && lua_type(state, 2) == LUA_TSTRING ) { // Get parameter 2 const char* param2 = ScriptUtil::getString(2, false); if (param2 != NULL) { luaL_getmetatable(state, param2); lua_setmetatable(state, -3); } return 0; } lua_pushstring(state, "lua_convert - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } void ScriptController::schedule(float timeOffset, const char* function) { // Get the currently execute script Script* script = _envStack.empty() ? NULL : _envStack.back(); if (script) { // Increase the reference count of the script while we hold it so it doesn't // get destroyed while waiting for the event to fire. script->addRef(); } ScriptTimeListener* listener = new ScriptTimeListener(script, function); _timeListeners.push_back(listener); Game::getInstance()->schedule(timeOffset, listener, NULL); } void ScriptController::pushScript(Script* script) { // Increase the reference count of the script while it's pushed, // to prevent it from being destroyed during this time. if (script) script->addRef(); _envStack.push_back(script); } void ScriptController::popScript() { GP_ASSERT(!_envStack.empty()); Script* script = _envStack.back(); _envStack.pop_back(); SAFE_RELEASE(script); } ScriptController::ScriptTimeListener::ScriptTimeListener(Script* script, const char* function) : script(script), function(function) { } ScriptController::ScriptTimeListener::~ScriptTimeListener() { // Release SAFE_RELEASE(script); } void ScriptController::ScriptTimeListener::timeEvent(long timeDiff, void* cookie) { // Remove ourself from the script controller's list std::list& list = Game::getInstance()->getScriptController()->_timeListeners; std::list::iterator itr = std::find(list.begin(), list.end(), this); if (itr != list.end()) list.erase(itr); // Call the script function Game::getInstance()->getScriptController()->executeFunction(script, function.c_str(), "l", timeDiff); // Free ourself. // IMPORTANT: Don't do anything else after this line!! delete this; } // Helper macros. #define SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, type, checkfunc) \ int top = lua_gettop(_lua); \ executeFunctionHelper(1, func, NULL, NULL, script); \ type value = (type)checkfunc(_lua, -1); \ lua_pop(_lua, -1); \ lua_settop(_lua, top); \ return value; #define SCRIPT_EXECUTE_FUNCTION_PARAM(script, type, checkfunc) \ int top = lua_gettop(_lua); \ va_list list; \ va_start(list, args); \ executeFunctionHelper(1, func, args, &list, script); \ type value = (type)checkfunc(_lua, -1); \ lua_pop(_lua, -1); \ va_end(list); \ lua_settop(_lua, top); \ return value; #define SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, type, checkfunc) \ int top = lua_gettop(_lua); \ executeFunctionHelper(1, func, args, list, script); \ type value = (type)checkfunc(_lua, -1); \ lua_pop(_lua, -1); \ lua_settop(_lua, top); \ return value; template<> void ScriptController::executeFunction(const char* func) { executeFunction((Script*)NULL, func); } template<> bool ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, bool, ScriptUtil::luaCheckBool); } template<> char ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, char, luaL_checkint); } template<> short ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, short, luaL_checkint); } template<> int ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, int, luaL_checkint); } template<> long ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, long, luaL_checklong); } template<> unsigned char ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, unsigned char, luaL_checkunsigned); } template<> unsigned short ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, unsigned short, luaL_checkunsigned); } template<> unsigned int ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, unsigned int, luaL_checkunsigned); } template<> unsigned long ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, unsigned long, luaL_checkunsigned); } template<> float ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, float, luaL_checknumber); } template<> double ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, double, luaL_checknumber); } template<> std::string ScriptController::executeFunction(const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, std::string, luaL_checkstring); } template<> void ScriptController::executeFunction(Script* script, const char* func) { int top = lua_gettop(_lua); executeFunctionHelper(0, func, NULL, NULL, script); lua_settop(_lua, top); } template<> bool ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, bool, ScriptUtil::luaCheckBool); } template<> char ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, char, luaL_checkint); } template<> short ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, short, luaL_checkint); } template<> int ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, int, luaL_checkint); } template<> long ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, long, luaL_checklong); } template<> unsigned char ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, unsigned char, luaL_checkunsigned); } template<> unsigned short ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, unsigned short, luaL_checkunsigned); } template<> unsigned int ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, unsigned int, luaL_checkunsigned); } template<> unsigned long ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, unsigned long, luaL_checkunsigned); } template<> float ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, float, luaL_checknumber); } template<> double ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, double, luaL_checknumber); } template<> std::string ScriptController::executeFunction(Script* script, const char* func) { SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, std::string, luaL_checkstring); } /** Template specialization. */ template<> void ScriptController::executeFunction(const char* func, const char* args, ...) { int top = lua_gettop(_lua); va_list list; va_start(list, args); executeFunctionHelper(0, func, args, &list, NULL); va_end(list); lua_settop(_lua, top); } /** Template specialization. */ template<> bool ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, bool, ScriptUtil::luaCheckBool); } /** Template specialization. */ template<> char ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, char, luaL_checkint); } /** Template specialization. */ template<> short ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, short, luaL_checkint); } /** Template specialization. */ template<> int ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, int, luaL_checkint); } /** Template specialization. */ template<> long ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, long, luaL_checklong); } /** Template specialization. */ template<> unsigned char ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, unsigned char, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned short ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, unsigned short, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned int ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, unsigned int, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned long ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, unsigned long, luaL_checkunsigned); } /** Template specialization. */ template<> float ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, float, luaL_checknumber); } /** Template specialization. */ template<> double ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, double, luaL_checknumber); } /** Template specialization. */ template<> std::string ScriptController::executeFunction(const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, std::string, luaL_checkstring); } /** Template specialization. */ template<> void ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { int top = lua_gettop(_lua); va_list list; va_start(list, args); executeFunctionHelper(0, func, args, &list, script); va_end(list); lua_settop(_lua, top); } /** Template specialization. */ template<> bool ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, bool, ScriptUtil::luaCheckBool); } /** Template specialization. */ template<> char ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, char, luaL_checkint); } /** Template specialization. */ template<> short ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, short, luaL_checkint); } /** Template specialization. */ template<> int ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, int, luaL_checkint); } /** Template specialization. */ template<> long ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, long, luaL_checklong); } /** Template specialization. */ template<> unsigned char ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, unsigned char, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned short ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, unsigned short, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned int ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, unsigned int, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned long ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, unsigned long, luaL_checkunsigned); } /** Template specialization. */ template<> float ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, float, luaL_checknumber); } /** Template specialization. */ template<> double ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, double, luaL_checknumber); } /** Template specialization. */ template<> std::string ScriptController::executeFunction(Script* script, const char* func, const char* args, ...) { SCRIPT_EXECUTE_FUNCTION_PARAM(script, std::string, luaL_checkstring); } /** Template specialization. */ template<> void ScriptController::executeFunction(const char* func, const char* args, va_list* list) { executeFunctionHelper(0, func, args, list, NULL); } /** Template specialization. */ template<> bool ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, bool, ScriptUtil::luaCheckBool); } /** Template specialization. */ template<> char ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, char, luaL_checkint); } /** Template specialization. */ template<> short ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, short, luaL_checkint); } /** Template specialization. */ template<> int ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, int, luaL_checkint); } /** Template specialization. */ template<> long ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, long, luaL_checklong); } /** Template specialization. */ template<> unsigned char ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, unsigned char, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned short ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, unsigned short, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned int ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, unsigned int, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned long ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, unsigned long, luaL_checkunsigned); } /** Template specialization. */ template<> float ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, float, luaL_checknumber); } /** Template specialization. */ template<> double ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, double, luaL_checknumber); } /** Template specialization. */ template<> std::string ScriptController::executeFunction(const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, std::string, luaL_checkstring); } /** Template specialization. */ template<> void ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { executeFunctionHelper(0, func, args, list, script); } /** Template specialization. */ template<> bool ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, bool, ScriptUtil::luaCheckBool); } /** Template specialization. */ template<> char ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, char, luaL_checkint); } /** Template specialization. */ template<> short ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, short, luaL_checkint); } /** Template specialization. */ template<> int ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, int, luaL_checkint); } /** Template specialization. */ template<> long ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, long, luaL_checklong); } /** Template specialization. */ template<> unsigned char ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, unsigned char, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned short ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, unsigned short, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned int ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, unsigned int, luaL_checkunsigned); } /** Template specialization. */ template<> unsigned long ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, unsigned long, luaL_checkunsigned); } /** Template specialization. */ template<> float ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, float, luaL_checknumber); } /** Template specialization. */ template<> double ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, double, luaL_checknumber); } /** Template specialization. */ template<> std::string ScriptController::executeFunction(Script* script, const char* func, const char* args, va_list* list) { SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(script, std::string, luaL_checkstring); } void ScriptUtil::registerLibrary(const char* name, const luaL_Reg* functions) { ScriptController* sc = Game::getInstance()->getScriptController(); lua_newtable(sc->_lua); // Go through the list of functions and add them to the table. const luaL_Reg* iter = functions; for (; iter && iter->name; iter++) { lua_pushcfunction(sc->_lua, iter->func); lua_setfield(sc->_lua, -2, iter->name); } lua_setglobal(sc->_lua, name); } void ScriptUtil::registerConstantBool(const std::string& name, bool value, const std::vector& scopePath) { ScriptController* sc = Game::getInstance()->getScriptController(); // If the constant is within a scope, get the correct parent // table on the stack before setting its value. if (!scopePath.empty()) { lua_getglobal(sc->_lua, scopePath[0].c_str()); for (unsigned int i = 1; i < scopePath.size(); i++) { lua_pushstring(sc->_lua, scopePath[i].c_str()); lua_gettable(sc->_lua, -2); } // Add the constant to the parent table. lua_pushboolean(sc->_lua, value); lua_setfield(sc->_lua, -2, name.c_str()); // Pop all the parent tables off the stack. int size = (int)scopePath.size(); lua_pop(sc->_lua, size); } else { // TODO: Currently unsupported (we don't parse for this yet). // If the constant is global, add it to the global table. lua_pushboolean(sc->_lua, value); lua_pushvalue(sc->_lua, -1); lua_setglobal(sc->_lua, name.c_str()); } } void ScriptUtil::registerConstantNumber(const std::string& name, double value, const std::vector& scopePath) { ScriptController* sc = Game::getInstance()->getScriptController(); // If the constant is within a scope, get the correct parent // table on the stack before setting its value. if (!scopePath.empty()) { lua_getglobal(sc->_lua, scopePath[0].c_str()); for (unsigned int i = 1; i < scopePath.size(); i++) { lua_pushstring(sc->_lua, scopePath[i].c_str()); lua_gettable(sc->_lua, -2); } // Add the constant to the parent table. lua_pushnumber(sc->_lua, value); lua_setfield(sc->_lua, -2, name.c_str()); // Pop all the parent tables off the stack. int size = (int)scopePath.size(); lua_pop(sc->_lua, size); } else { // TODO: Currently unsupported (we don't parse for this yet). // If the constant is global, add it to the global table. lua_pushnumber(sc->_lua, value); lua_pushvalue(sc->_lua, -1); lua_setglobal(sc->_lua, name.c_str()); } } void ScriptUtil::registerConstantString(const std::string& name, const std::string& value, const std::vector& scopePath) { ScriptController* sc = Game::getInstance()->getScriptController(); // If the constant is within a scope, get the correct parent // table on the stack before setting its value. if (!scopePath.empty()) { lua_getglobal(sc->_lua, scopePath[0].c_str()); for (unsigned int i = 1; i < scopePath.size(); i++) { lua_pushstring(sc->_lua, scopePath[i].c_str()); lua_gettable(sc->_lua, -2); } // Add the constant to the parent table. lua_pushstring(sc->_lua, value.c_str()); lua_setfield(sc->_lua, -2, name.c_str()); // Pop all the parent tables off the stack. int size = (int)scopePath.size(); lua_pop(sc->_lua, size); } else { // TODO: Currently unsupported (we don't parse for this yet). // If the constant is global, add it to the global table. lua_pushstring(sc->_lua, value.c_str()); lua_pushvalue(sc->_lua, -1); lua_setglobal(sc->_lua, name.c_str()); } } void ScriptUtil::registerEnumValue(int enumValue, const std::string& enumValueString, const std::vector& scopePath) { ScriptController* sc = Game::getInstance()->getScriptController(); // If the constant is within a scope, get the correct parent // table on the stack before setting its value. if (!scopePath.empty()) { lua_getglobal(sc->_lua, scopePath[0].c_str()); for (unsigned int i = 1; i < scopePath.size(); i++) { lua_pushstring(sc->_lua, scopePath[i].c_str()); lua_gettable(sc->_lua, -2); } // Add the enum value to the parent table. lua_pushnumber(sc->_lua, enumValue); lua_setfield(sc->_lua, -2, enumValueString.c_str()); // Pop all the parent tables off the stack. int size = (int)scopePath.size(); lua_pop(sc->_lua, size); } else { // TODO: Currently unsupported (we don't parse for this yet). // If the constant is global, add it to the global table. lua_pushnumber(sc->_lua, enumValue); lua_pushvalue(sc->_lua, -1); lua_setglobal(sc->_lua, enumValueString.c_str()); } } void ScriptUtil::registerClass(const char* name, const luaL_Reg* members, lua_CFunction newFunction, lua_CFunction deleteFunction, const luaL_Reg* statics, const std::vector& scopePath) { ScriptController* sc = Game::getInstance()->getScriptController(); // If the type is an inner type, get the correct parent // table on the stack before creating the table for the class. if (!scopePath.empty()) { std::string tablename = name; // Strip off the scope path part of the name. lua_getglobal(sc->_lua, scopePath[0].c_str()); std::size_t index = tablename.find(scopePath[0]); if (index != std::string::npos) tablename = tablename.substr(index + scopePath[0].size()); for (unsigned int i = 1; i < scopePath.size(); i++) { lua_pushstring(sc->_lua, scopePath[i].c_str()); lua_gettable(sc->_lua, -2); index = tablename.find(scopePath[i]); if (index != std::string::npos) tablename = tablename.substr(index + scopePath[i].size()); } lua_pushstring(sc->_lua, tablename.c_str()); lua_newtable(sc->_lua); } else { // If the type is not an inner type, set it as a global table. lua_newtable(sc->_lua); lua_pushvalue(sc->_lua, -1); lua_setglobal(sc->_lua, name); } // Create the metatable and populate it with the member functions. lua_pushliteral(sc->_lua, "__metatable"); luaL_newmetatable(sc->_lua, name); if (members) luaL_setfuncs(sc->_lua, members, 0); lua_pushstring(sc->_lua, "__index"); lua_pushvalue(sc->_lua, -2); lua_settable(sc->_lua, -3); // Add the delete function if it was specified. if (deleteFunction) { lua_pushstring(sc->_lua, "__gc"); lua_pushcfunction(sc->_lua, deleteFunction); lua_settable(sc->_lua, -3); } // Set the metatable on the main table. lua_settable(sc->_lua, -3); // Populate the main table with the static functions. if (statics) luaL_setfuncs(sc->_lua, statics, 0); // Set the new function(s) for the class. if (newFunction) { lua_pushliteral(sc->_lua, "new"); lua_pushcfunction(sc->_lua, newFunction); lua_settable(sc->_lua, -3); } // Set the table we just created within the correct parent table. if (!scopePath.empty()) { lua_settable(sc->_lua, -3); // Pop all the parent tables off the stack. int size = (int)scopePath.size(); lua_pop(sc->_lua, size); } else { // Pop the main table off the stack. lua_pop(sc->_lua, 1); } } void ScriptUtil::registerFunction(const char* luaFunction, lua_CFunction cppFunction) { lua_pushcfunction(Game::getInstance()->getScriptController()->_lua, cppFunction); lua_setglobal(Game::getInstance()->getScriptController()->_lua, luaFunction); } void ScriptUtil::setGlobalHierarchyPair(const std::string& base, const std::string& derived) { Game::getInstance()->getScriptController()->_hierarchy[base].push_back(derived); } ScriptUtil::LuaArray ScriptUtil::getBoolPointer(int index) { GENERATE_LUA_GET_POINTER(bool, luaCheckBool); } ScriptUtil::LuaArray ScriptUtil::getShortPointer(int index) { GENERATE_LUA_GET_POINTER(short, (short)luaL_checkint); } ScriptUtil::LuaArray ScriptUtil::getIntPointer(int index) { GENERATE_LUA_GET_POINTER(int, (int)luaL_checkint); } ScriptUtil::LuaArray ScriptUtil::getLongPointer(int index) { GENERATE_LUA_GET_POINTER(long, (long)luaL_checkint); } ScriptUtil::LuaArray ScriptUtil::getUnsignedCharPointer(int index) { GENERATE_LUA_GET_POINTER(unsigned char, (unsigned char)luaL_checkunsigned); } ScriptUtil::LuaArray ScriptUtil::getUnsignedShortPointer(int index) { GENERATE_LUA_GET_POINTER(unsigned short, (unsigned short)luaL_checkunsigned); } ScriptUtil::LuaArray ScriptUtil::getUnsignedIntPointer(int index) { GENERATE_LUA_GET_POINTER(unsigned int, (unsigned int)luaL_checkunsigned); } ScriptUtil::LuaArray ScriptUtil::getUnsignedLongPointer(int index) { GENERATE_LUA_GET_POINTER(unsigned long, (unsigned long)luaL_checkunsigned); } ScriptUtil::LuaArray ScriptUtil::getFloatPointer(int index) { GENERATE_LUA_GET_POINTER(float, (float)luaL_checknumber); } ScriptUtil::LuaArray ScriptUtil::getDoublePointer(int index) { GENERATE_LUA_GET_POINTER(double, (double)luaL_checknumber); } const char* ScriptUtil::getString(int index, bool isStdString) { if (lua_type(Game::getInstance()->getScriptController()->_lua, index) == LUA_TSTRING) return luaL_checkstring(Game::getInstance()->getScriptController()->_lua, index); else if (lua_type(Game::getInstance()->getScriptController()->_lua, index) == LUA_TNIL && !isStdString) return NULL; else { GP_ERROR("Invalid string parameter (index = %d).", index); return NULL; } } bool ScriptUtil::luaCheckBool(lua_State* state, int n) { if (!lua_isboolean(state, n)) { const char* msg = lua_pushfstring(state, "%s expected, got %s", lua_typename(state, LUA_TBOOLEAN), luaL_typename(state, n)); luaL_argerror(state, n, msg); return false; } return (lua_toboolean(state, n) != 0); } }