/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "precompiled.h" #include #include #include "ElementStyle.h" #include <../Source/Core/ElementStyle.h> namespace Rocket { namespace Core { namespace Lua { template<> void ExtraInit(lua_State* L, int metatable_index) { lua_pushcfunction(L,ElementStyle__index); lua_setfield(L,metatable_index,"__index"); lua_pushcfunction(L,ElementStyle__newindex); lua_setfield(L,metatable_index,"__newindex"); lua_pushcfunction(L,ElementStyle__pairs); lua_setfield(L,metatable_index,"__pairs"); lua_pushcfunction(L,ElementStyle__ipairs); lua_setfield(L,metatable_index,"__ipairs"); } int ElementStyle__index(lua_State* L) { /*the table obj and the missing key are currently on the stack(index 1 & 2) as defined by the Lua language*/ int keytype = lua_type(L,2); if(keytype == LUA_TSTRING) //if we are trying to access a string, then we will assume that it is a property { ElementStyle* es = LuaType::check(L,1); if(es == NULL) { lua_pushnil(L); return 1; } const Property* prop = es->GetProperty(lua_tostring(L,2)); if(prop == NULL) { lua_pushnil(L); return 1; } else { lua_pushstring(L,prop->ToString().CString()); return 1; } } else //if it wasn't trying to get a string { lua_settop(L,2); return LuaType::index(L); } } int ElementStyle__newindex(lua_State* L) { //[1] = obj, [2] = key, [3] = value ElementStyle* es = LuaType::check(L,1); if(es == NULL) { lua_pushnil(L); return 1; } int keytype = lua_type(L,2); int valuetype = lua_type(L,3); if(keytype == LUA_TSTRING ) { const char* key = lua_tostring(L,2); if(valuetype == LUA_TSTRING) { const char* value = lua_tostring(L,3); lua_pushboolean(L,es->SetProperty(key,value)); return 1; } else if (valuetype == LUA_TNIL) { es->RemoveProperty(key); return 0; } } //everything else returns when it needs to, so we are safe to pass it //on if needed lua_settop(L,3); return LuaType::newindex(L); } //[1] is the object, [2] is the last used key, [3] is the userdata int ElementStyle__pairs(lua_State* L) { ElementStyle* obj = LuaType::check(L,1); LUACHECKOBJ(obj); int* pindex = (int*)lua_touserdata(L,3); if((*pindex) == -1) *pindex = 0; //iterate variables String key,val; const Property* prop; PseudoClassList pseudo; if(obj->IterateProperties((*pindex),pseudo,key,prop)) { prop->definition->GetValue(val,*prop); lua_pushstring(L,key.CString()); lua_pushstring(L,val.CString()); } else { lua_pushnil(L); lua_pushnil(L); } return 2; } //only indexed by string int ElementStyle__ipairs(lua_State* L) { lua_pushnil(L); lua_pushnil(L); return 2; } RegType ElementStyleMethods[] = { { NULL, NULL }, }; luaL_reg ElementStyleGetters[] = { { NULL, NULL }, }; luaL_reg ElementStyleSetters[] = { { NULL, NULL }, }; LUACORETYPEDEFINE(ElementStyle,false) } } }