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- #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>((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>((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>((type*)NULL); \
- \
- /* Declare a LuaArray to store the values. */ \
- LuaArray<type> 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<char*>(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<std::string, std::vector<Script*>>::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<Script*>& 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<std::string, std::vector<Script*>>::iterator itr = _scripts.find(script->_path);
- if (itr != _scripts.end())
- {
- std::vector<Script*>& 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<ScriptTimeListener*>::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<ScriptTimeListener*>& list = Game::getInstance()->getScriptController()->_timeListeners;
- std::list<ScriptTimeListener*>::iterator itr = std::find(list.begin(), list.end(), this);
- if (itr != list.end())
- list.erase(itr);
- // Call the script function
- Game::getInstance()->getScriptController()->executeFunction<void>(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<void>(const char* func)
- {
- executeFunction<void>((Script*)NULL, func);
- }
- template<> bool ScriptController::executeFunction<bool>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, bool, ScriptUtil::luaCheckBool);
- }
- template<> char ScriptController::executeFunction<char>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, char, luaL_checkint);
- }
- template<> short ScriptController::executeFunction<short>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, short, luaL_checkint);
- }
- template<> int ScriptController::executeFunction<int>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, int, luaL_checkint);
- }
- template<> long ScriptController::executeFunction<long>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, long, luaL_checklong);
- }
- template<> unsigned char ScriptController::executeFunction<unsigned char>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, unsigned char, luaL_checkunsigned);
- }
- template<> unsigned short ScriptController::executeFunction<unsigned short>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, unsigned short, luaL_checkunsigned);
- }
- template<> unsigned int ScriptController::executeFunction<unsigned int>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, unsigned int, luaL_checkunsigned);
- }
- template<> unsigned long ScriptController::executeFunction<unsigned long>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, unsigned long, luaL_checkunsigned);
- }
- template<> float ScriptController::executeFunction<float>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, float, luaL_checknumber);
- }
- template<> double ScriptController::executeFunction<double>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, double, luaL_checknumber);
- }
- template<> std::string ScriptController::executeFunction<std::string>(const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(NULL, std::string, luaL_checkstring);
- }
- template<> void ScriptController::executeFunction<void>(Script* script, const char* func)
- {
- int top = lua_gettop(_lua);
- executeFunctionHelper(0, func, NULL, NULL, script);
- lua_settop(_lua, top);
- }
- template<> bool ScriptController::executeFunction<bool>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, bool, ScriptUtil::luaCheckBool);
- }
- template<> char ScriptController::executeFunction<char>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, char, luaL_checkint);
- }
- template<> short ScriptController::executeFunction<short>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, short, luaL_checkint);
- }
- template<> int ScriptController::executeFunction<int>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, int, luaL_checkint);
- }
- template<> long ScriptController::executeFunction<long>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, long, luaL_checklong);
- }
- template<> unsigned char ScriptController::executeFunction<unsigned char>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, unsigned char, luaL_checkunsigned);
- }
- template<> unsigned short ScriptController::executeFunction<unsigned short>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, unsigned short, luaL_checkunsigned);
- }
- template<> unsigned int ScriptController::executeFunction<unsigned int>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, unsigned int, luaL_checkunsigned);
- }
- template<> unsigned long ScriptController::executeFunction<unsigned long>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, unsigned long, luaL_checkunsigned);
- }
- template<> float ScriptController::executeFunction<float>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, float, luaL_checknumber);
- }
- template<> double ScriptController::executeFunction<double>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, double, luaL_checknumber);
- }
- template<> std::string ScriptController::executeFunction<std::string>(Script* script, const char* func)
- {
- SCRIPT_EXECUTE_FUNCTION_NO_PARAM(script, std::string, luaL_checkstring);
- }
- /** Template specialization. */
- template<> void ScriptController::executeFunction<void>(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<bool>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, bool, ScriptUtil::luaCheckBool);
- }
- /** Template specialization. */
- template<> char ScriptController::executeFunction<char>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, char, luaL_checkint);
- }
- /** Template specialization. */
- template<> short ScriptController::executeFunction<short>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, short, luaL_checkint);
- }
- /** Template specialization. */
- template<> int ScriptController::executeFunction<int>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, int, luaL_checkint);
- }
- /** Template specialization. */
- template<> long ScriptController::executeFunction<long>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, long, luaL_checklong);
- }
- /** Template specialization. */
- template<> unsigned char ScriptController::executeFunction<unsigned char>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, unsigned char, luaL_checkunsigned);
- }
- /** Template specialization. */
- template<> unsigned short ScriptController::executeFunction<unsigned short>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, unsigned short, luaL_checkunsigned);
- }
- /** Template specialization. */
- template<> unsigned int ScriptController::executeFunction<unsigned int>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, unsigned int, luaL_checkunsigned);
- }
- /** Template specialization. */
- template<> unsigned long ScriptController::executeFunction<unsigned long>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, unsigned long, luaL_checkunsigned);
- }
- /** Template specialization. */
- template<> float ScriptController::executeFunction<float>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, float, luaL_checknumber);
- }
- /** Template specialization. */
- template<> double ScriptController::executeFunction<double>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, double, luaL_checknumber);
- }
- /** Template specialization. */
- template<> std::string ScriptController::executeFunction<std::string>(const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(NULL, std::string, luaL_checkstring);
- }
- /** Template specialization. */
- template<> void ScriptController::executeFunction<void>(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<bool>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, bool, ScriptUtil::luaCheckBool);
- }
- /** Template specialization. */
- template<> char ScriptController::executeFunction<char>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, char, luaL_checkint);
- }
- /** Template specialization. */
- template<> short ScriptController::executeFunction<short>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, short, luaL_checkint);
- }
- /** Template specialization. */
- template<> int ScriptController::executeFunction<int>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, int, luaL_checkint);
- }
- /** Template specialization. */
- template<> long ScriptController::executeFunction<long>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, long, luaL_checklong);
- }
- /** Template specialization. */
- template<> unsigned char ScriptController::executeFunction<unsigned char>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, unsigned char, luaL_checkunsigned);
- }
- /** Template specialization. */
- template<> unsigned short ScriptController::executeFunction<unsigned short>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, unsigned short, luaL_checkunsigned);
- }
- /** Template specialization. */
- template<> unsigned int ScriptController::executeFunction<unsigned int>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, unsigned int, luaL_checkunsigned);
- }
- /** Template specialization. */
- template<> unsigned long ScriptController::executeFunction<unsigned long>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, unsigned long, luaL_checkunsigned);
- }
- /** Template specialization. */
- template<> float ScriptController::executeFunction<float>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, float, luaL_checknumber);
- }
- /** Template specialization. */
- template<> double ScriptController::executeFunction<double>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, double, luaL_checknumber);
- }
- /** Template specialization. */
- template<> std::string ScriptController::executeFunction<std::string>(Script* script, const char* func, const char* args, ...)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM(script, std::string, luaL_checkstring);
- }
- /** Template specialization. */
- template<> void ScriptController::executeFunction<void>(const char* func, const char* args, va_list* list)
- {
- executeFunctionHelper(0, func, args, list, NULL);
- }
- /** Template specialization. */
- template<> bool ScriptController::executeFunction<bool>(const char* func, const char* args, va_list* list)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, bool, ScriptUtil::luaCheckBool);
- }
- /** Template specialization. */
- template<> char ScriptController::executeFunction<char>(const char* func, const char* args, va_list* list)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, char, luaL_checkint);
- }
- /** Template specialization. */
- template<> short ScriptController::executeFunction<short>(const char* func, const char* args, va_list* list)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, short, luaL_checkint);
- }
- /** Template specialization. */
- template<> int ScriptController::executeFunction<int>(const char* func, const char* args, va_list* list)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, int, luaL_checkint);
- }
- /** Template specialization. */
- template<> long ScriptController::executeFunction<long>(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<unsigned char>(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<unsigned short>(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<unsigned int>(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<unsigned long>(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<float>(const char* func, const char* args, va_list* list)
- {
- SCRIPT_EXECUTE_FUNCTION_PARAM_LIST(NULL, float, luaL_checknumber);
- }
- /** Template specialization. */
- template<> double ScriptController::executeFunction<double>(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<std::string>(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<void>(Script* script, const char* func, const char* args, va_list* list)
- {
- executeFunctionHelper(0, func, args, list, script);
- }
- /** Template specialization. */
- template<> bool ScriptController::executeFunction<bool>(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<char>(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<short>(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<int>(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<long>(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<unsigned char>(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<unsigned short>(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<unsigned int>(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<unsigned long>(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<float>(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<double>(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<std::string>(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<std::string>& 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<std::string>& 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<std::string>& 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<std::string>& 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<std::string>& 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<bool> ScriptUtil::getBoolPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(bool, luaCheckBool);
- }
- ScriptUtil::LuaArray<short> ScriptUtil::getShortPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(short, (short)luaL_checkint);
- }
- ScriptUtil::LuaArray<int> ScriptUtil::getIntPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(int, (int)luaL_checkint);
- }
- ScriptUtil::LuaArray<long> ScriptUtil::getLongPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(long, (long)luaL_checkint);
- }
- ScriptUtil::LuaArray<unsigned char> ScriptUtil::getUnsignedCharPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(unsigned char, (unsigned char)luaL_checkunsigned);
- }
- ScriptUtil::LuaArray<unsigned short> ScriptUtil::getUnsignedShortPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(unsigned short, (unsigned short)luaL_checkunsigned);
- }
- ScriptUtil::LuaArray<unsigned int> ScriptUtil::getUnsignedIntPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(unsigned int, (unsigned int)luaL_checkunsigned);
- }
- ScriptUtil::LuaArray<unsigned long> ScriptUtil::getUnsignedLongPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(unsigned long, (unsigned long)luaL_checkunsigned);
- }
- ScriptUtil::LuaArray<float> ScriptUtil::getFloatPointer(int index)
- {
- GENERATE_LUA_GET_POINTER(float, (float)luaL_checknumber);
- }
- ScriptUtil::LuaArray<double> 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);
- }
- }
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