// // Copyright (c) 2008-2013 the Urho3D project. // // 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 "Log.h" #include "LuaFunction.h" #include "LuaScript.h" #include "LuaScriptInstance.h" #include "VectorBuffer.h" #include "ToluaUrho3DEx.h" extern "C" { #include #include #include } #include "tolua++.h" #include "DebugNew.h" namespace Urho3D { LuaFunction::LuaFunction(lua_State* luaState, int functionRef) : luaState_(luaState), functionRef_(functionRef) { } LuaFunction::~LuaFunction() { if (functionRef_ != LUA_REFNIL) luaL_unref(luaState_, LUA_REGISTRYINDEX, functionRef_); } bool LuaFunction::IsValid() const { return functionRef_ != LUA_REFNIL; } bool LuaFunction::BeginCall() { if (!IsValid()) return false; stackTop_ = lua_gettop(luaState_); numArguments_ = 0; lua_rawgeti(luaState_, LUA_REGISTRYINDEX, functionRef_); return true; } bool LuaFunction::BeginCall(const LuaScriptInstance* instance) { if (!IsValid()) return false; stackTop_ = lua_gettop(luaState_); numArguments_ = 1; lua_rawgeti(luaState_, LUA_REGISTRYINDEX, functionRef_); lua_rawgeti(luaState_, LUA_REGISTRYINDEX, instance->GetScriptObjectRef()); return true; } bool LuaFunction::EndCall(int numReturns) { if (lua_pcall(luaState_, numArguments_, numReturns, 0) != 0) { const char* message = lua_tostring(luaState_, -1); LOGERROR("Execute Lua function failed: " + String(message)); lua_settop(luaState_, stackTop_); return false; } return true; } void LuaFunction::PushInt(int value) { ++numArguments_; lua_pushinteger(luaState_, value); } void LuaFunction::PushBool(bool value) { ++numArguments_; lua_pushboolean(luaState_, value); } void LuaFunction::PushFloat(float value) { ++numArguments_; lua_pushnumber(luaState_, value); } void LuaFunction::PushString(const String& string) { ++numArguments_; tolua_pushurho3dstring(luaState_, string); } void LuaFunction::PushUserType(void* userType, const char* typeName) { ++numArguments_; tolua_pushusertype(luaState_, userType, typeName); } bool LuaFunction::PushVariant(const Variant& variant) { switch (variant.GetType()) { case VAR_INT: PushInt(variant.GetInt()); return true; case VAR_BOOL: PushBool(variant.GetBool()); return true; case VAR_FLOAT: PushFloat(variant.GetFloat()); return true; case VAR_VECTOR2: PushUserType(variant.GetVector2(), "Vector2"); return true; case VAR_VECTOR3: PushUserType(variant.GetVector3(), "Vector3"); return true; case VAR_VECTOR4: PushUserType(variant.GetVector4(), "Vector4"); return true; case VAR_QUATERNION: PushUserType(variant.GetQuaternion(), "Quaternion"); return true; case VAR_COLOR: PushUserType(variant.GetQuaternion(), "Color"); return true; case VAR_STRING: PushString(variant.GetString()); return true; case VAR_BUFFER: { VectorBuffer buffer(variant.GetBuffer()); PushUserType(buffer, "VectorBuffer"); } return true; case VAR_RESOURCEREF: PushUserType(variant.GetResourceRef(), "ResourceRef"); return true; case VAR_INTRECT: PushUserType(variant.GetIntRect(), "IntRect"); return true; case VAR_INTVECTOR2: PushUserType(variant.GetIntVector2(), "IntVector2"); return true; } return false; } bool LuaFunction::PushLuaTable(const String& tableName) { ++numArguments_; lua_getglobal(luaState_, tableName.CString()); if (!lua_istable(luaState_, -1)) { LOGERROR("Could not find lua table " + tableName); return false; } return true; } }