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 "LuaScriptInstance.h"
  29. #include "ProcessUtils.h"
  30. #include "Profiler.h"
  31. #include "ResourceCache.h"
  32. #include "Scene.h"
  33. extern "C"
  34. {
  35. #include <lua.h>
  36. #include <lualib.h>
  37. #include <lauxlib.h>
  38. }
  39. #include "tolua++.h"
  40. #include "DebugNew.h"
  41. extern int tolua_AudioLuaAPI_open(lua_State*);
  42. extern int tolua_ContainerLuaAPI_open(lua_State*);
  43. extern int tolua_CoreLuaAPI_open(lua_State*);
  44. extern int tolua_EngineLuaAPI_open(lua_State*);
  45. extern int tolua_GraphicsLuaAPI_open(lua_State*);
  46. extern int tolua_InputLuaAPI_open(lua_State*);
  47. extern int tolua_IOLuaAPI_open(lua_State*);
  48. extern int tolua_MathLuaAPI_open(lua_State*);
  49. extern int tolua_NavigationLuaAPI_open(lua_State*);
  50. extern int tolua_NetworkLuaAPI_open(lua_State*);
  51. extern int tolua_PhysicsLuaAPI_open(lua_State*);
  52. extern int tolua_ResourceLuaAPI_open(lua_State*);
  53. extern int tolua_SceneLuaAPI_open(lua_State*);
  54. extern int tolua_UILuaAPI_open(lua_State*);
  55. extern int tolua_LuaScriptLuaAPI_open(lua_State*);
  56. namespace Urho3D
  57. {
  58. static Context* currentContext_ = 0;
  59. LuaScript::LuaScript(Context* context) :
  60. Object(context),
  61. luaState_(0)
  62. {
  63. currentContext_ = context_;
  64. RegisterLuaScriptLibrary(context_);
  65. luaState_ = luaL_newstate();
  66. if (!luaState_)
  67. {
  68. LOGERROR("Could not create Lua state");
  69. return;
  70. }
  71. luaL_openlibs(luaState_);
  72. RegisterLoader();
  73. ReplacePrint();
  74. tolua_AudioLuaAPI_open(luaState_);
  75. tolua_ContainerLuaAPI_open(luaState_);
  76. tolua_CoreLuaAPI_open(luaState_);
  77. tolua_EngineLuaAPI_open(luaState_);
  78. tolua_GraphicsLuaAPI_open(luaState_);
  79. tolua_InputLuaAPI_open(luaState_);
  80. tolua_IOLuaAPI_open(luaState_);
  81. tolua_MathLuaAPI_open(luaState_);
  82. tolua_NavigationLuaAPI_open(luaState_);
  83. tolua_NetworkLuaAPI_open(luaState_);
  84. tolua_PhysicsLuaAPI_open(luaState_);
  85. tolua_ResourceLuaAPI_open(luaState_);
  86. tolua_SceneLuaAPI_open(luaState_);
  87. tolua_UILuaAPI_open(luaState_);
  88. tolua_LuaScriptLuaAPI_open(luaState_);
  89. // Subscribe to console commands
  90. SubscribeToEvent(E_CONSOLECOMMAND, HANDLER(LuaScript, HandleConsoleCommand));
  91. }
  92. LuaScript::~LuaScript()
  93. {
  94. if (luaState_)
  95. lua_close(luaState_);
  96. }
  97. bool LuaScript::ExecuteFile(const String& fileName)
  98. {
  99. PROFILE(ExecuteFile);
  100. ResourceCache* cache = GetSubsystem<ResourceCache>();
  101. if (!cache)
  102. return false;
  103. LuaFile* luaFile = cache->GetResource<LuaFile>(fileName);
  104. if (!luaFile)
  105. return false;
  106. return luaFile->LoadAndExecute(luaState_);
  107. }
  108. bool LuaScript::ExecuteString(const String& string)
  109. {
  110. PROFILE(ExecuteString);
  111. int top = lua_gettop(luaState_);
  112. if (luaL_dostring(luaState_, string.CString()) != 0)
  113. {
  114. const char* message = lua_tostring(luaState_, -1);
  115. LOGERROR("Execute Lua string failed: " + String(message));
  116. lua_settop(luaState_, top);
  117. return false;
  118. }
  119. return true;
  120. }
  121. bool LuaScript::ExecuteFunction(const String& functionName)
  122. {
  123. PROFILE(ExecuteFunction);
  124. int top = lua_gettop(luaState_);
  125. if (!FindFunction(functionName))
  126. {
  127. lua_settop(luaState_, top);
  128. return false;
  129. }
  130. if (lua_pcall(luaState_, 0, 0, 0))
  131. {
  132. const char* message = lua_tostring(luaState_, -1);
  133. LOGERROR("Execute Lua function failed: " + String(message));
  134. lua_settop(luaState_, top);
  135. return false;
  136. }
  137. return true;
  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. HashSet<Object*>* receivers = context_->GetEventReceivers(eventType);
  147. if (!receivers || !receivers->Contains(this))
  148. SubscribeToEvent(eventType, HANDLER(LuaScript, HandleEvent));
  149. int functionRef = LUA_REFNIL;
  150. if (FindFunction(functionName))
  151. functionRef = luaL_ref(luaState_, LUA_REGISTRYINDEX);
  152. eventTypeToFunctionRefMap_[eventType] = functionRef;
  153. }
  154. void LuaScript::ScriptSubscribeToEvent(void* object, const String& eventName, const String& functionName)
  155. {
  156. StringHash eventType(eventName);
  157. Object* sender = (Object*)object;
  158. HashSet<Object*>* receivers = context_->GetEventReceivers(sender, eventType);
  159. if (!receivers || !receivers->Contains(this))
  160. SubscribeToEvent(sender, eventType, HANDLER(LuaScript, HandleObjectEvent));
  161. int functionRef = LUA_REFNIL;
  162. if (FindFunction(functionName))
  163. functionRef = luaL_ref(luaState_, LUA_REGISTRYINDEX);
  164. objectToEventTypeToFunctionRefMap_[sender][eventType] = functionRef;
  165. }
  166. void LuaScript::RegisterLoader()
  167. {
  168. // Get package.loaders table.
  169. lua_getglobal(luaState_, "package");
  170. lua_getfield(luaState_, -1, "loaders");
  171. // Set package.loaders[1] = LuaScript::Loader.
  172. lua_pushnumber(luaState_, 1);
  173. lua_pushcfunction(luaState_, &LuaScript::Loader);
  174. lua_settable(luaState_, -3);
  175. }
  176. int LuaScript::Loader(lua_State* L)
  177. {
  178. ResourceCache* cache = currentContext_->GetSubsystem<ResourceCache>();
  179. if (!cache)
  180. return 0;
  181. // Get module name.
  182. const char* name = luaL_checkstring(L, 1);
  183. // Get Lua file from module name.
  184. LuaFile* luaFile = cache->GetResource<LuaFile>(String(name) + ".lua");
  185. if (!luaFile)
  186. return false;
  187. // Load Lua file to Lua chunk.
  188. return luaFile->LoadChunk(L) ? 1 : 0;
  189. }
  190. void LuaScript::ReplacePrint()
  191. {
  192. static const struct luaL_reg reg[] =
  193. {
  194. {"print", &LuaScript::Print},
  195. { NULL, NULL}
  196. };
  197. lua_getglobal(luaState_, "_G");
  198. luaL_register(luaState_, NULL, reg);
  199. lua_pop(luaState_, 1);
  200. }
  201. int LuaScript::Print(lua_State *L)
  202. {
  203. String string;
  204. int n = lua_gettop(L);
  205. lua_getglobal(L, "tostring");
  206. for (int i = 1; i <= n; i++)
  207. {
  208. const char *s;
  209. lua_pushvalue(L, -1); /* function to be called */
  210. lua_pushvalue(L, i); /* value to print */
  211. lua_call(L, 1, 1);
  212. s = lua_tostring(L, -1); /* get result */
  213. if (s == NULL)
  214. return luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
  215. if (i > 1)
  216. string.Append(" "); // fputs("\t", stdout);
  217. string.Append(s); // fputs(s, stdout);
  218. lua_pop(L, 1); /* pop result */
  219. }
  220. LOGRAW(String("Lua: ") + string); // fputs("\n", stdout);
  221. return 0;
  222. }
  223. bool LuaScript::FindFunction(const String& functionName)
  224. {
  225. Vector<String> splitedNames = functionName.Split('.');
  226. String currentName = splitedNames.Front();
  227. lua_getglobal(luaState_, currentName.CString());
  228. if (splitedNames.Size() > 1)
  229. {
  230. if (!lua_istable(luaState_, -1))
  231. {
  232. LOGERROR("Can not find Lua table: " + String("Table name = '") + currentName + "'.");
  233. return false;
  234. }
  235. for (unsigned i = 1; i < splitedNames.Size() - 1; ++i)
  236. {
  237. currentName = currentName + "." + splitedNames[i];
  238. lua_getfield(luaState_, -1, splitedNames[i].CString());
  239. if (!lua_istable(luaState_, -1))
  240. {
  241. LOGERROR("Can not find Lua table: " + String("Table name = '") + currentName + "'.");
  242. return false;
  243. }
  244. }
  245. currentName = currentName + "." + splitedNames.Back().CString();
  246. lua_getfield(luaState_, -1, splitedNames.Back().CString());
  247. }
  248. if (!lua_isfunction(luaState_, -1))
  249. {
  250. LOGERROR("Can not find Lua function: " + String("Function name = '") + currentName + "'.");
  251. return false;
  252. }
  253. return true;
  254. }
  255. void LuaScript::HandleEvent(StringHash eventType, VariantMap& eventData)
  256. {
  257. int functionRef = eventTypeToFunctionRefMap_[eventType];
  258. if (functionRef == LUA_REFNIL)
  259. return;
  260. CallEventHandler(functionRef, eventType, eventData);
  261. }
  262. void LuaScript::HandleObjectEvent(StringHash eventType, VariantMap& eventData)
  263. {
  264. Object* object = GetEventSender();
  265. int functionRef = objectToEventTypeToFunctionRefMap_[object][eventType];
  266. if (functionRef == LUA_REFNIL)
  267. return;
  268. CallEventHandler(functionRef, eventType, eventData);
  269. }
  270. void LuaScript::HandleConsoleCommand(StringHash eventType, VariantMap& eventData)
  271. {
  272. using namespace ConsoleCommand;
  273. ExecuteString(eventData[P_COMMAND].GetString());
  274. }
  275. void LuaScript::CallEventHandler(int functionRef, StringHash eventType, VariantMap& eventData )
  276. {
  277. int top = lua_gettop(luaState_);
  278. lua_rawgeti(luaState_, LUA_REGISTRYINDEX, functionRef);
  279. if (!lua_isfunction(luaState_, -1))
  280. {
  281. LOGERROR("Can not find funciton.");
  282. lua_settop(luaState_, top);
  283. return;
  284. }
  285. tolua_pushusertype(luaState_, (void*)&eventType, "StringHash");
  286. tolua_pushusertype(luaState_, (void*)&eventData, "VariantMap");
  287. if (lua_pcall(luaState_, 2, 0, 0) != 0)
  288. {
  289. const char* message = lua_tostring(luaState_, -1);
  290. LOGERROR("Execute Lua function failed: " + String(message));
  291. lua_settop(luaState_, top);
  292. return;
  293. }
  294. }
  295. void RegisterLuaScriptLibrary(Context* context)
  296. {
  297. LuaFile::RegisterObject(context);
  298. LuaScriptInstance::RegisterObject(context);
  299. }
  300. Context* GetContext()
  301. {
  302. return currentContext_;
  303. }
  304. }