// // 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 "Context.h" #include "Deserializer.h" #include "LuaFile.h" #include "ProcessUtils.h" #include "Serializer.h" extern "C" { #include #include #include } namespace Urho3D { LuaFile::LuaFile(Context* context) : Resource(context), size_(0), hasExecuted_(false) { } LuaFile::~LuaFile() { } void LuaFile::RegisterObject(Context* context) { context->RegisterFactory(); } bool LuaFile::Load(Deserializer& source) { size_ = source.GetSize(); if (size_ == 0) return false; // Read all data. data_ = new char[size_]; if (source.Read(data_, size_) != size_) return false; SetMemoryUse(size_); return true; } bool LuaFile::Save(Serializer& dest) const { if (size_ == 0) return false; dest.Write(data_, size_); return true; } bool LuaFile::Execute(lua_State* luaState) { if (hasExecuted_) return true; if (size_ == 0) return false; if (!luaState) return false; int top = lua_gettop(luaState); const char* name = GetName().CString(); int error = luaL_loadbuffer(luaState, data_, size_, name); if (error) { const char* message = lua_tostring(luaState, -1); ErrorDialog("Load Buffer Failed", message); lua_settop(luaState, top); return false; } if (lua_pcall(luaState, 0, 0, 0)) { const char* message = lua_tostring(luaState, -1); ErrorDialog("Lua Execute Failed", message); lua_settop(luaState, top); return false; } hasExecuted_ = true; return true; } }