LuaScript.cpp 11 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "EngineEvents.h"
  24. #include "File.h"
  25. #include "Log.h"
  26. #include "LuaFile.h"
  27. #include "LuaScript.h"
  28. #include "ProcessUtils.h"
  29. #include "Profiler.h"
  30. #include "ResourceCache.h"
  31. #include "Scene.h"
  32. extern "C"
  33. {
  34. #include <lua.h>
  35. #include <lualib.h>
  36. #include <lauxlib.h>
  37. }
  38. #include "tolua++.h"
  39. #include "DebugNew.h"
  40. extern int tolua_AudioLuaAPI_open(lua_State*);
  41. extern int tolua_ContainerLuaAPI_open(lua_State*);
  42. extern int tolua_CoreLuaAPI_open(lua_State*);
  43. extern int tolua_EngineLuaAPI_open(lua_State*);
  44. extern int tolua_GraphicsLuaAPI_open(lua_State*);
  45. extern int tolua_InputLuaAPI_open(lua_State*);
  46. extern int tolua_IOLuaAPI_open(lua_State*);
  47. extern int tolua_MathLuaAPI_open(lua_State*);
  48. extern int tolua_NavigationLuaAPI_open(lua_State*);
  49. extern int tolua_NetworkLuaAPI_open(lua_State*);
  50. extern int tolua_PhysicsLuaAPI_open(lua_State*);
  51. extern int tolua_ResourceLuaAPI_open(lua_State*);
  52. extern int tolua_SceneLuaAPI_open(lua_State*);
  53. extern int tolua_UILuaAPI_open(lua_State*);
  54. extern int tolua_LuaScriptLuaAPI_open(lua_State*);
  55. namespace Urho3D
  56. {
  57. static Context* currentContext_ = 0;
  58. LuaScript::LuaScript(Context* context) :
  59. Object(context),
  60. luaState_(0)
  61. {
  62. currentContext_ = context_;
  63. RegisterLuaScriptLibrary(context_);
  64. luaState_ = luaL_newstate();
  65. if (!luaState_)
  66. {
  67. ErrorDialog("Lua Error", "Could not create Lua state.");
  68. return;
  69. }
  70. luaL_openlibs(luaState_);
  71. RegisterLoader();
  72. ReplacePrint();
  73. tolua_AudioLuaAPI_open(luaState_);
  74. tolua_ContainerLuaAPI_open(luaState_);
  75. tolua_CoreLuaAPI_open(luaState_);
  76. tolua_EngineLuaAPI_open(luaState_);
  77. tolua_GraphicsLuaAPI_open(luaState_);
  78. tolua_InputLuaAPI_open(luaState_);
  79. tolua_IOLuaAPI_open(luaState_);
  80. tolua_MathLuaAPI_open(luaState_);
  81. tolua_NavigationLuaAPI_open(luaState_);
  82. tolua_NetworkLuaAPI_open(luaState_);
  83. tolua_PhysicsLuaAPI_open(luaState_);
  84. tolua_ResourceLuaAPI_open(luaState_);
  85. tolua_SceneLuaAPI_open(luaState_);
  86. tolua_UILuaAPI_open(luaState_);
  87. tolua_LuaScriptLuaAPI_open(luaState_);
  88. // Subscribe to console commands
  89. SubscribeToEvent(E_CONSOLECOMMAND, HANDLER(LuaScript, HandleConsoleCommand));
  90. }
  91. LuaScript::~LuaScript()
  92. {
  93. if (luaState_)
  94. lua_close(luaState_);
  95. }
  96. bool LuaScript::ExecuteFile(const String& fileName)
  97. {
  98. PROFILE(ExecuteFile);
  99. ResourceCache* cache = GetSubsystem<ResourceCache>();
  100. if (!cache)
  101. return false;
  102. LuaFile* luaFile = cache->GetResource<LuaFile>(fileName);
  103. if (!luaFile)
  104. return false;
  105. return luaFile->Execute(luaState_);
  106. }
  107. bool LuaScript::ExecuteString(const String& string)
  108. {
  109. PROFILE(ExecuteString);
  110. int top = lua_gettop(luaState_);
  111. if (luaL_dostring(luaState_, string.CString()) != 0)
  112. {
  113. const char* message = lua_tostring(luaState_, -1);
  114. ErrorDialog("Execute Lua String Failed", message);
  115. lua_settop(luaState_, top);
  116. return false;
  117. }
  118. return true;
  119. }
  120. bool LuaScript::ExecuteFunction(const String& functionName)
  121. {
  122. PROFILE(ExecuteFunction);
  123. int top = lua_gettop(luaState_);
  124. if (!FindFunction(functionName))
  125. {
  126. lua_settop(luaState_, top);
  127. return false;
  128. }
  129. if (lua_pcall(luaState_, 0, 0, 0))
  130. {
  131. const char* message = lua_tostring(luaState_, -1);
  132. ErrorDialog("Execute Lua Function Failed", message);
  133. lua_settop(luaState_, top);
  134. return false;
  135. }
  136. return true;
  137. }
  138. void LuaScript::ScriptSendEvent(const String& eventName, VariantMap& eventData)
  139. {
  140. SendEvent(StringHash(eventName), eventData);
  141. }
  142. void LuaScript::ScriptSubscribeToEvent(const String& eventName, const String& functionName)
  143. {
  144. StringHash eventType(eventName);
  145. HashSet<Object*>* receivers = context_->GetEventReceivers(eventType);
  146. if (!receivers || !receivers->Contains(this))
  147. SubscribeToEvent(eventType, HANDLER(LuaScript, HandleEvent));
  148. eventTypeToFunctionNameMap_[eventType].Insert(functionName);
  149. }
  150. void LuaScript::ScriptSubscribeToEvent(Object* object, const String& eventName, const String& functionName)
  151. {
  152. StringHash eventType(eventName);
  153. HashSet<Object*>* receivers = context_->GetEventReceivers(object, eventType);
  154. if (!receivers || !receivers->Contains(this))
  155. SubscribeToEvent(object, eventType, HANDLER(LuaScript, HandleObjectEvent));
  156. objectToEventTypeToFunctionNameMap_[object][eventType].Insert(functionName);
  157. }
  158. void LuaScript::RegisterLoader()
  159. {
  160. lua_getglobal(luaState_, "package");
  161. lua_getfield(luaState_, -1, "loaders");
  162. // Replace first loader.
  163. lua_pushnumber(luaState_, 1);
  164. lua_pushcfunction(luaState_, &LuaScript::Loader);
  165. lua_settable(luaState_, -3);
  166. }
  167. int LuaScript::Loader(lua_State* L)
  168. {
  169. ResourceCache* cache = currentContext_->GetSubsystem<ResourceCache>();
  170. if (!cache)
  171. return 0;
  172. const char* name = luaL_checkstring(L, 1);
  173. SharedPtr<File> file = cache->GetFile(String(name) + ".lua");
  174. if (!file)
  175. return 0;
  176. unsigned size = file->GetSize();
  177. char* buffer = new char[size];
  178. file->Read(buffer, size);
  179. int top = lua_gettop(L);
  180. int error = luaL_loadbuffer(L, buffer, size, name);
  181. delete [] buffer;
  182. if (error)
  183. {
  184. const char* message = lua_tostring(L, -1);
  185. ErrorDialog("Execute Lua File Failed", message);
  186. lua_settop(L, top);
  187. return 0;
  188. }
  189. return 1;
  190. }
  191. void LuaScript::ReplacePrint()
  192. {
  193. static const struct luaL_reg reg[] =
  194. {
  195. {"print", &LuaScript::Print},
  196. { NULL, NULL}
  197. };
  198. lua_getglobal(luaState_, "_G");
  199. luaL_register(luaState_, NULL, reg);
  200. lua_pop(luaState_, 1);
  201. }
  202. int LuaScript::Print(lua_State *L)
  203. {
  204. String string;
  205. int n = lua_gettop(L);
  206. lua_getglobal(L, "tostring");
  207. for (int i = 1; i <= n; i++)
  208. {
  209. const char *s;
  210. lua_pushvalue(L, -1); /* function to be called */
  211. lua_pushvalue(L, i); /* value to print */
  212. lua_call(L, 1, 1);
  213. s = lua_tostring(L, -1); /* get result */
  214. if (s == NULL)
  215. return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
  216. if (i > 1)
  217. string.Append(" "); // fputs("\t", stdout);
  218. string.Append(s); // fputs(s, stdout);
  219. lua_pop(L, 1); /* pop result */
  220. }
  221. LOGRAW(String("Lua: ") + string); // fputs("\n", stdout);
  222. return 0;
  223. }
  224. bool LuaScript::FindFunction(const String& functionName)
  225. {
  226. Vector<String> splitedNames = functionName.Split('.');
  227. String currentName = splitedNames.Front();
  228. lua_getglobal(luaState_, currentName.CString());
  229. if (splitedNames.Size() > 1)
  230. {
  231. if (!lua_istable(luaState_, -1))
  232. {
  233. ErrorDialog("Can Not Find Lua Table", String("Table Name = '") + currentName + "'.");
  234. return false;
  235. }
  236. for (unsigned i = 1; i < splitedNames.Size() - 1; ++i)
  237. {
  238. currentName = currentName + "." + splitedNames[i];
  239. lua_getfield(luaState_, -1, splitedNames[i].CString());
  240. if (!lua_istable(luaState_, -1))
  241. {
  242. ErrorDialog("Can Not Find Lua Table", String("Table Name = '") + currentName + "'.");
  243. return false;
  244. }
  245. }
  246. currentName = currentName + "." + splitedNames.Back().CString();
  247. lua_getfield(luaState_, -1, splitedNames.Back().CString());
  248. }
  249. if (!lua_isfunction(luaState_, -1))
  250. {
  251. ErrorDialog("Can Not Find Lua Function", String("Function Name = '") + currentName + "'.");
  252. return false;
  253. }
  254. return true;
  255. }
  256. void LuaScript::HandleEvent(StringHash eventType, VariantMap& eventData)
  257. {
  258. const HashSet<String>& functionNames = eventTypeToFunctionNameMap_[eventType];
  259. for (HashSet<String>::ConstIterator i = functionNames.Begin(); i != functionNames.End(); ++i)
  260. CallEventHandler(*i, eventType, eventData);
  261. }
  262. void LuaScript::HandleObjectEvent(StringHash eventType, VariantMap& eventData)
  263. {
  264. Object* object = GetEventSender();
  265. const HashSet<String>& functionNames = objectToEventTypeToFunctionNameMap_[object][eventType];
  266. for (HashSet<String>::ConstIterator i = functionNames.Begin(); i != functionNames.End(); ++i)
  267. CallEventHandler(*i, eventType, eventData);
  268. }
  269. void LuaScript::HandleConsoleCommand(StringHash eventType, VariantMap& eventData)
  270. {
  271. using namespace ConsoleCommand;
  272. ExecuteString(eventData[P_COMMAND].GetString());
  273. }
  274. void LuaScript::CallEventHandler(const String& functionName, StringHash eventType, VariantMap& eventData )
  275. {
  276. int top = lua_gettop(luaState_);
  277. if (!FindFunction(functionName))
  278. {
  279. lua_settop(luaState_, top);
  280. return;
  281. }
  282. tolua_pushusertype(luaState_, (void*)&eventType, "StringHash");
  283. tolua_pushusertype(luaState_, (void*)&eventData, "VariantMap");
  284. if (lua_pcall(luaState_, 2, 0, 0) != 0)
  285. {
  286. const char* message = lua_tostring(luaState_, -1);
  287. ErrorDialog("Execute Lua Function Failed", message);
  288. lua_settop(luaState_, top);
  289. return;
  290. }
  291. }
  292. void RegisterLuaScriptLibrary(Context* context)
  293. {
  294. LuaFile::RegisterObject(context);
  295. }
  296. Context* GetContext()
  297. {
  298. return currentContext_;
  299. }
  300. }