LuaScript.cpp 12 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 "LuaFunction.h"
  28. #include "LuaScript.h"
  29. #include "LuaScriptInstance.h"
  30. #include "ProcessUtils.h"
  31. #include "Profiler.h"
  32. #include "ResourceCache.h"
  33. #include "Scene.h"
  34. #include "ToluaUrho3DEx.h"
  35. extern "C"
  36. {
  37. #include <lua.h>
  38. #include <lualib.h>
  39. #include <lauxlib.h>
  40. }
  41. #include "tolua++.h"
  42. #include "DebugNew.h"
  43. extern int tolua_AudioLuaAPI_open(lua_State*);
  44. extern int tolua_ContainerLuaAPI_open(lua_State*);
  45. extern int tolua_CoreLuaAPI_open(lua_State*);
  46. extern int tolua_EngineLuaAPI_open(lua_State*);
  47. extern int tolua_GraphicsLuaAPI_open(lua_State*);
  48. extern int tolua_InputLuaAPI_open(lua_State*);
  49. extern int tolua_IOLuaAPI_open(lua_State*);
  50. extern int tolua_MathLuaAPI_open(lua_State*);
  51. extern int tolua_NavigationLuaAPI_open(lua_State*);
  52. extern int tolua_NetworkLuaAPI_open(lua_State*);
  53. extern int tolua_PhysicsLuaAPI_open(lua_State*);
  54. extern int tolua_ResourceLuaAPI_open(lua_State*);
  55. extern int tolua_SceneLuaAPI_open(lua_State*);
  56. extern int tolua_UILuaAPI_open(lua_State*);
  57. extern int tolua_LuaScriptLuaAPI_open(lua_State*);
  58. namespace Urho3D
  59. {
  60. static Context* currentContext_ = 0;
  61. LuaScript::LuaScript(Context* context) :
  62. Object(context),
  63. luaState_(0)
  64. {
  65. currentContext_ = context_;
  66. RegisterLuaScriptLibrary(context_);
  67. luaState_ = luaL_newstate();
  68. if (!luaState_)
  69. {
  70. LOGERROR("Could not create Lua state");
  71. return;
  72. }
  73. lua_atpanic(luaState_, &LuaScript::AtPanic);
  74. luaL_openlibs(luaState_);
  75. RegisterLoader();
  76. ReplacePrint();
  77. tolua_ContainerLuaAPI_open(luaState_);
  78. tolua_MathLuaAPI_open(luaState_);
  79. tolua_CoreLuaAPI_open(luaState_);
  80. tolua_IOLuaAPI_open(luaState_);
  81. tolua_ResourceLuaAPI_open(luaState_);
  82. tolua_SceneLuaAPI_open(luaState_);
  83. tolua_AudioLuaAPI_open(luaState_);
  84. tolua_EngineLuaAPI_open(luaState_);
  85. tolua_GraphicsLuaAPI_open(luaState_);
  86. tolua_InputLuaAPI_open(luaState_);
  87. tolua_NavigationLuaAPI_open(luaState_);
  88. tolua_NetworkLuaAPI_open(luaState_);
  89. tolua_PhysicsLuaAPI_open(luaState_);
  90. tolua_UILuaAPI_open(luaState_);
  91. tolua_LuaScriptLuaAPI_open(luaState_);
  92. // Subscribe to console commands
  93. SubscribeToEvent(E_CONSOLECOMMAND, HANDLER(LuaScript, HandleConsoleCommand));
  94. }
  95. LuaScript::~LuaScript()
  96. {
  97. for (HashMap<String, LuaFunction*>::Iterator i = functionNameToFunctionMap_.Begin(); i != functionNameToFunctionMap_.End(); ++i)
  98. delete i->second_;
  99. lua_State* luaState = luaState_;
  100. luaState_ = 0;
  101. if (luaState)
  102. lua_close(luaState);
  103. }
  104. bool LuaScript::ExecuteFile(const String& fileName)
  105. {
  106. PROFILE(ExecuteFile);
  107. ResourceCache* cache = GetSubsystem<ResourceCache>();
  108. if (!cache)
  109. return false;
  110. LuaFile* luaFile = cache->GetResource<LuaFile>(fileName);
  111. if (!luaFile)
  112. return false;
  113. return luaFile->LoadAndExecute(luaState_);
  114. }
  115. bool LuaScript::ExecuteString(const String& string)
  116. {
  117. PROFILE(ExecuteString);
  118. int top = lua_gettop(luaState_);
  119. if (luaL_dostring(luaState_, string.CString()) != 0)
  120. {
  121. const char* message = lua_tostring(luaState_, -1);
  122. LOGERROR("Execute Lua string failed: " + String(message));
  123. lua_settop(luaState_, top);
  124. return false;
  125. }
  126. return true;
  127. }
  128. bool LuaScript::ExecuteFunction(const String& functionName)
  129. {
  130. LuaFunction* function = GetFunction(functionName);
  131. if (!function)
  132. return false;
  133. if (function->BeginCall())
  134. {
  135. return function->EndCall();
  136. }
  137. return false;
  138. }
  139. void LuaScript::ScriptSendEvent(const String& eventName, VariantMap& eventData)
  140. {
  141. SendEvent(StringHash(eventName), eventData);
  142. }
  143. void LuaScript::ScriptSubscribeToEvent(const String& eventName, const String& functionName)
  144. {
  145. StringHash eventType(eventName);
  146. LuaFunction* luaFunction = GetFunction(functionName);
  147. if (luaFunction)
  148. {
  149. SubscribeToEvent(eventType, HANDLER(LuaScript, HandleEvent));
  150. eventTypeToFunctionMap_[eventType] = luaFunction;
  151. }
  152. }
  153. void LuaScript::ScriptUnsubscribeFromEvent(const String& eventName)
  154. {
  155. StringHash eventType(eventName);
  156. HashMap<StringHash, LuaFunction*>::Iterator i = eventTypeToFunctionMap_.Find(eventType);
  157. if (i != eventTypeToFunctionMap_.End())
  158. {
  159. UnsubscribeFromEvent(eventType);
  160. eventTypeToFunctionMap_.Erase(i);
  161. }
  162. }
  163. void LuaScript::ScriptUnsubscribeFromAllEvents()
  164. {
  165. if (eventTypeToFunctionMap_.Empty())
  166. return;
  167. UnsubscribeFromAllEvents();
  168. eventTypeToFunctionMap_.Clear();
  169. }
  170. void LuaScript::ScriptSubscribeToEvent(void* sender, const String& eventName, const String& functionName)
  171. {
  172. StringHash eventType(eventName);
  173. Object* object = (Object*)sender;
  174. LuaFunction* function = GetFunction(functionName);
  175. if (function)
  176. {
  177. SubscribeToEvent(object, eventType, HANDLER(LuaScript, HandleObjectEvent));
  178. objectToEventTypeToFunctionMap_[object][eventType] = function;
  179. }
  180. }
  181. void LuaScript::ScriptUnsubscribeFromEvent(void* sender, const String& eventName)
  182. {
  183. StringHash eventType(eventName);
  184. Object* object = (Object*)sender;
  185. HashMap<StringHash, LuaFunction*>::Iterator i = objectToEventTypeToFunctionMap_[object].Find(eventType);
  186. if (i != objectToEventTypeToFunctionMap_[object].End())
  187. {
  188. UnsubscribeFromEvent(object, eventType);
  189. objectToEventTypeToFunctionMap_[object].Erase(i);
  190. }
  191. }
  192. void LuaScript::ScriptUnsubscribeFromEvents(void* sender)
  193. {
  194. Object* object = (Object*)sender;
  195. HashMap<Object*, HashMap<StringHash, LuaFunction*> >::Iterator it = objectToEventTypeToFunctionMap_.Find(object);
  196. if (it == objectToEventTypeToFunctionMap_.End())
  197. return;
  198. UnsubscribeFromEvents(object);
  199. objectToEventTypeToFunctionMap_.Erase(it);
  200. }
  201. void LuaScript::RegisterLoader()
  202. {
  203. // Get package.loaders table.
  204. lua_getglobal(luaState_, "package");
  205. lua_getfield(luaState_, -1, "loaders");
  206. // Add our loader to the end of the table
  207. lua_pushinteger(luaState_, lua_objlen(luaState_, -1) + 1);
  208. lua_pushcfunction(luaState_, &LuaScript::Loader);
  209. lua_settable(luaState_, -3);
  210. lua_pop(luaState_, 2);
  211. }
  212. int LuaScript::AtPanic(lua_State* L)
  213. {
  214. String errorMessage = luaL_checkstring(L, -1);
  215. LOGERROR("Lua error: Error message = '" + errorMessage + "'");
  216. lua_pop(L, 1);
  217. return 0;
  218. }
  219. int LuaScript::Loader(lua_State* L)
  220. {
  221. ResourceCache* cache = currentContext_->GetSubsystem<ResourceCache>();
  222. if (!cache)
  223. return 0;
  224. // Get module name.
  225. const char* name = luaL_checkstring(L, 1);
  226. // Get Lua file from module name.
  227. LuaFile* luaFile = cache->GetResource<LuaFile>(String(name) + ".lua");
  228. if (!luaFile)
  229. return false;
  230. // Load Lua file to Lua chunk.
  231. return luaFile->LoadChunk(L) ? 1 : 0;
  232. }
  233. void LuaScript::ReplacePrint()
  234. {
  235. static const struct luaL_reg reg[] =
  236. {
  237. {"print", &LuaScript::Print},
  238. { NULL, NULL}
  239. };
  240. lua_getglobal(luaState_, "_G");
  241. luaL_register(luaState_, NULL, reg);
  242. lua_pop(luaState_, 1);
  243. }
  244. int LuaScript::Print(lua_State *L)
  245. {
  246. String string;
  247. int n = lua_gettop(L);
  248. lua_getglobal(L, "tostring");
  249. for (int i = 1; i <= n; i++)
  250. {
  251. const char *s;
  252. lua_pushvalue(L, -1); /* function to be called */
  253. lua_pushvalue(L, i); /* value to print */
  254. lua_call(L, 1, 1);
  255. s = lua_tostring(L, -1); /* get result */
  256. if (s == NULL)
  257. return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
  258. if (i > 1)
  259. string.Append(" "); // fputs("\t", stdout);
  260. string.Append(s); // fputs(s, stdout);
  261. lua_pop(L, 1); /* pop result */
  262. }
  263. LOGRAW("Lua: " + string); // fputs("\n", stdout);
  264. return 0;
  265. }
  266. LuaFunction* LuaScript::GetFunction(const String& functionName, bool silentIfNotFound)
  267. {
  268. if (!luaState_)
  269. return 0;
  270. HashMap<String, LuaFunction*>::Iterator i = functionNameToFunctionMap_.Find(functionName);
  271. if (i != functionNameToFunctionMap_.End())
  272. return i->second_;
  273. int top = lua_gettop(luaState_);
  274. LuaFunction* function = 0;
  275. if (PushScriptFunction(functionName, silentIfNotFound))
  276. {
  277. int ref = luaL_ref(luaState_, LUA_REGISTRYINDEX);
  278. function = new LuaFunction(luaState_, ref);
  279. }
  280. lua_settop(luaState_, top);
  281. functionNameToFunctionMap_[functionName] = function;
  282. return function;
  283. }
  284. void LuaScript::HandleEvent(StringHash eventType, VariantMap& eventData)
  285. {
  286. LuaFunction* function = eventTypeToFunctionMap_[eventType];
  287. if (!function)
  288. return;
  289. if (function->BeginCall())
  290. {
  291. function->PushUserType(eventType, "StringHash");
  292. function->PushUserType(eventData, "VariantMap");
  293. function->EndCall();
  294. }
  295. }
  296. void LuaScript::HandleObjectEvent(StringHash eventType, VariantMap& eventData)
  297. {
  298. Object* object = GetEventSender();
  299. LuaFunction* function = objectToEventTypeToFunctionMap_[object][eventType];
  300. if (!function)
  301. return;
  302. if (function->BeginCall())
  303. {
  304. function->PushUserType(eventType, "StringHash");
  305. function->PushUserType(eventData, "VariantMap");
  306. function->EndCall();
  307. }
  308. }
  309. void LuaScript::HandleConsoleCommand(StringHash eventType, VariantMap& eventData)
  310. {
  311. using namespace ConsoleCommand;
  312. ExecuteString(eventData[P_COMMAND].GetString());
  313. }
  314. bool LuaScript::PushScriptFunction(const String& functionName, bool silentIfNotFound)
  315. {
  316. Vector<String> splitedNames = functionName.Split('.');
  317. String currentName = splitedNames.Front();
  318. lua_getglobal(luaState_, currentName.CString());
  319. if (splitedNames.Size() > 1)
  320. {
  321. if (!lua_istable(luaState_, -1))
  322. {
  323. LOGERROR("Could not find Lua table: Table name = '" + currentName + "'");
  324. return false;
  325. }
  326. for (unsigned i = 1; i < splitedNames.Size() - 1; ++i)
  327. {
  328. currentName = currentName + "." + splitedNames[i];
  329. lua_getfield(luaState_, -1, splitedNames[i].CString());
  330. if (!lua_istable(luaState_, -1))
  331. {
  332. LOGERROR("Could not find Lua table: Table name = '" + currentName + "'");
  333. return false;
  334. }
  335. }
  336. currentName = currentName + "." + splitedNames.Back().CString();
  337. lua_getfield(luaState_, -1, splitedNames.Back().CString());
  338. }
  339. if (!lua_isfunction(luaState_, -1))
  340. {
  341. if (!silentIfNotFound)
  342. LOGERROR("Could not find Lua function: Function name = '" + currentName + "'");
  343. return false;
  344. }
  345. return true;
  346. }
  347. void RegisterLuaScriptLibrary(Context* context)
  348. {
  349. LuaFile::RegisterObject(context);
  350. LuaScriptInstance::RegisterObject(context);
  351. }
  352. Context* GetContext()
  353. {
  354. return currentContext_;
  355. }
  356. }