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