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-rw-r--r--engines/sword25/script/luabindhelper.cpp427
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on Broken Sword 2.5 engine
+ *
+ * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
+ *
+ * Licensed under GNU GPL v2
+ *
+ */
+
+#include "sword25/kernel/kernel.h"
+#include "sword25/script/luabindhelper.h"
+#include "sword25/script/luascript.h"
+
+#define BS_LOG_PREFIX "LUABINDHELPER"
+
+namespace {
+const char *METATABLES_TABLE_NAME = "__METATABLES";
+const char *PERMANENTS_TABLE_NAME = "Permanents";
+
+bool registerPermanent(lua_State *L, const Common::String &name) {
+ // A C function has to be on the stack
+ if (!lua_iscfunction(L, -1))
+ return false;
+
+ // Make sure that the Permanents-Table is on top of the stack
+ lua_getfield(L, LUA_REGISTRYINDEX, PERMANENTS_TABLE_NAME);
+ if (lua_isnil(L, -1)) {
+ // Permanents-Table does not yet exist, so it has to be created
+
+ // Pop nil from the stack
+ lua_pop(L, 1);
+
+ // Create Permanents-Table and insert a second reference to it on the stack
+ lua_newtable(L);
+ lua_pushvalue(L, -1);
+
+ // Store the Permanents-Table in the registry. The second reference is left
+ // on the stack to be used in the connection
+ lua_setfield(L, LUA_REGISTRYINDEX, PERMANENTS_TABLE_NAME);
+ }
+
+ // C function with the name of an index in the Permanents-Table
+ lua_insert(L, -2);
+ lua_setfield(L, -2, name.c_str());
+
+ // Remove the Permanents-Table from the stack
+ lua_pop(L, 1);
+
+ return true;
+}
+}
+
+namespace Sword25 {
+
+/**
+ * Registers a set of functions into a Lua library.
+ * @param L A pointer to the Lua VM
+ * @param LibName The name of the library.
+ * If this is an empty string, the functions will be added to the global namespace.
+ * @param Functions An array of function pointers along with their names.
+ * The array must be terminated with the enry (0, 0)
+ * @return Returns true if successful, otherwise false.
+ */
+bool LuaBindhelper::addFunctionsToLib(lua_State *L, const Common::String &libName, const luaL_reg *functions) {
+#ifdef DEBUG
+ int __startStackDepth = lua_gettop(L);
+#endif
+
+ // If the table name is empty, the functions are to be added to the global namespace
+ if (libName.size() == 0) {
+ for (; functions->name; ++functions) {
+ lua_pushstring(L, functions->name);
+ lua_pushcclosure(L, functions->func, 0);
+ lua_settable(L, LUA_GLOBALSINDEX);
+
+ // Function is being permanently registed, so persistence can be ignored
+ lua_pushstring(L, functions->name);
+ lua_gettable(L, LUA_GLOBALSINDEX);
+ registerPermanent(L, functions->name);
+ }
+ } else { // If the table name is not empty, the functions are added to the given table
+ // Ensure that the library table exists
+ if (!createTable(L, libName)) return false;
+
+ // Register each function into the table
+ for (; functions->name; ++functions) {
+ // Function registration
+ lua_pushstring(L, functions->name);
+ lua_pushcclosure(L, functions->func, 0);
+ lua_settable(L, -3);
+
+ // Function is being permanently registed, so persistence can be ignored
+ lua_pushstring(L, functions->name);
+ lua_gettable(L, -2);
+ registerPermanent(L, libName + "." + functions->name);
+ }
+
+ // Remove the library table from the Lua stack
+ lua_pop(L, 1);
+ }
+
+#ifdef DEBUG
+ BS_ASSERT(__startStackDepth == lua_gettop(L));
+#endif
+
+ return true;
+}
+
+/**
+ * Adds a set of constants to the Lua library
+ * @param L A pointer to the Lua VM
+ * @param LibName The name of the library.
+ * If this is an empty string, the functions will be added to the global namespace.
+ * @param Constants An array of the constant values along with their names.
+ * The array must be terminated with the enry (0, 0)
+ * @return Returns true if successful, otherwise false.
+ */
+bool LuaBindhelper::addConstantsToLib(lua_State *L, const Common::String &libName, const lua_constant_reg *constants) {
+#ifdef DEBUG
+ int __startStackDepth = lua_gettop(L);
+#endif
+
+ // If the table is empty, the constants are added to the global namespace
+ if (libName.size() == 0) {
+ for (; constants->Name; ++constants) {
+ lua_pushstring(L, constants->Name);
+ lua_pushnumber(L, constants->Value);
+ lua_settable(L, LUA_GLOBALSINDEX);
+ }
+ }
+ // If the table name is nto empty, the constants are added to that table
+ else {
+ // Ensure that the library table exists
+ if (!createTable(L, libName)) return false;
+
+ // Register each constant in the table
+ for (; constants->Name; ++constants) {
+ lua_pushstring(L, constants->Name);
+ lua_pushnumber(L, constants->Value);
+ lua_settable(L, -3);
+ }
+
+ // Remove the library table from the Lua stack
+ lua_pop(L, 1);
+ }
+
+#ifdef DEBUG
+ BS_ASSERT(__startStackDepth == lua_gettop(L));
+#endif
+
+ return true;
+}
+
+/**
+ * Adds a set of methods to a Lua class
+ * @param L A pointer to the Lua VM
+ * @param ClassName The name of the class
+ * When the class name specified does not exist, it is created.
+ * @param Methods An array of function pointers along with their method names.
+ * The array must be terminated with the enry (0, 0)
+ * @return Returns true if successful, otherwise false.
+ */
+bool LuaBindhelper::addMethodsToClass(lua_State *L, const Common::String &className, const luaL_reg *methods) {
+#ifdef DEBUG
+ int __startStackDepth = lua_gettop(L);
+#endif
+
+ // Load the metatable onto the Lua stack
+ if (!getMetatable(L, className)) return false;
+
+ // Register each method in the Metatable
+ for (; methods->name; ++methods) {
+ lua_pushstring(L, methods->name);
+ lua_pushcclosure(L, methods->func, 0);
+ lua_settable(L, -3);
+
+ // Function is being permanently registed, so persistence can be ignored
+ lua_pushstring(L, methods->name);
+ lua_gettable(L, -2);
+ registerPermanent(L, className + "." + methods->name);
+ }
+
+ // Remove the metatable from the stack
+ lua_pop(L, 1);
+
+#ifdef DEBUG
+ BS_ASSERT(__startStackDepth == lua_gettop(L));
+#endif
+
+ return true;
+}
+
+/**
+ * Sets the garbage collector callback method when items of a particular class are deleted
+ * @param L A pointer to the Lua VM
+ * @param ClassName The name of the class
+ * When the class name specified does not exist, it is created.
+ * @param GCHandler A function pointer
+ * @return Returns true if successful, otherwise false.
+ */
+bool LuaBindhelper::setClassGCHandler(lua_State *L, const Common::String &className, lua_CFunction GCHandler) {
+#ifdef DEBUG
+ int __startStackDepth = lua_gettop(L);
+#endif
+
+ // Load the metatable onto the Lua stack
+ if (!getMetatable(L, className)) return false;
+
+ // Add the GC handler to the Metatable
+ lua_pushstring(L, "__gc");
+ lua_pushcclosure(L, GCHandler, 0);
+ lua_settable(L, -3);
+
+ // Function is being permanently registed, so persistence can be ignored
+ lua_pushstring(L, "__gc");
+ lua_gettable(L, -2);
+ registerPermanent(L, className + ".__gc");
+
+ // Remove the metatable from the stack
+ lua_pop(L, 1);
+
+#ifdef DEBUG
+ BS_ASSERT(__startStackDepth == lua_gettop(L));
+#endif
+
+ return true;
+}
+
+} // End of namespace Sword25
+
+namespace {
+void pushMetatableTable(lua_State *L) {
+ // Push the Metatable table onto the stack
+ lua_getglobal(L, METATABLES_TABLE_NAME);
+
+ // If the table doesn't yet exist, it must be created
+ if (lua_isnil(L, -1)) {
+ // Pop nil from stack
+ lua_pop(L, 1);
+
+ // New table has been created, so add it to the global table and leave reference on stack
+ lua_newtable(L);
+ lua_pushvalue(L, -1);
+ lua_setglobal(L, METATABLES_TABLE_NAME);
+ }
+}
+}
+
+namespace Sword25 {
+
+bool LuaBindhelper::getMetatable(lua_State *L, const Common::String &tableName) {
+ // Push the Metatable table onto the stack
+ pushMetatableTable(L);
+
+ // Versuchen, die gewünschte Metatabelle auf den Stack zu legen. Wenn sie noch nicht existiert, muss sie erstellt werden.
+ lua_getfield(L, -1, tableName.c_str());
+ if (lua_isnil(L, -1)) {
+ // Pop nil from stack
+ lua_pop(L, 1);
+
+ // Create new table
+ lua_newtable(L);
+
+ // Set the __index field in the table
+ lua_pushvalue(L, -1);
+ lua_setfield(L, -2, "__index");
+
+ // Flag the table as persisted. This ensures that objects within this table get stored
+ lua_pushbooleancpp(L, true);
+ lua_setfield(L, -2, "__persist");
+
+ // Set the table name and push it onto the stack
+ lua_pushvalue(L, -1);
+ lua_setfield(L, -3, tableName.c_str());
+ }
+
+ // Remove the Metatable table from the stack
+ lua_remove(L, -2);
+
+ return true;
+}
+
+bool LuaBindhelper::createTable(lua_State *L, const Common::String &tableName) {
+ const char *partBegin = tableName.c_str();
+
+ while (partBegin - tableName.c_str() < (int)tableName.size()) {
+ const char *partEnd = strchr(partBegin, '.');
+ if (!partEnd)
+ partEnd = partBegin + strlen(partBegin);
+ Common::String subTableName(partBegin, partEnd);
+
+ // Tables with an empty string as the name are not allowed
+ if (subTableName.size() == 0)
+ return false;
+
+ // Verify that the table with the name already exists
+ // The first round will be searched in the global namespace, with later passages
+ // in the corresponding parent table in the stack
+ if (partBegin == tableName.c_str()) {
+ lua_pushstring(L, subTableName.c_str());
+ lua_gettable(L, LUA_GLOBALSINDEX);
+ } else {
+ lua_pushstring(L, subTableName.c_str());
+ lua_gettable(L, -2);
+ if (!lua_isnil(L, -1))
+ lua_remove(L, -2);
+ }
+
+ // If it doesn't exist, create table
+ if (lua_isnil(L, -1)) {
+ // Pop nil from stack
+ lua_pop(L, 1);
+
+ // Create new table
+ lua_newtable(L);
+ lua_pushstring(L, subTableName.c_str());
+ lua_pushvalue(L, -2);
+ if (partBegin == tableName.c_str())
+ lua_settable(L, LUA_GLOBALSINDEX);
+ else {
+ lua_settable(L, -4);
+ lua_remove(L, -2);
+ }
+ }
+
+ partBegin = partEnd + 1;
+ }
+
+ return true;
+}
+
+} // End of namespace Sword25
+
+namespace {
+Common::String getLuaValueInfo(lua_State *L, int stackIndex) {
+ switch (lua_type(L, stackIndex)) {
+ case LUA_TNUMBER:
+ lua_pushstring(L, lua_tostring(L, stackIndex));
+ break;
+
+ case LUA_TSTRING:
+ lua_pushfstring(L, "\"%s\"", lua_tostring(L, stackIndex));
+ break;
+
+ case LUA_TBOOLEAN:
+ lua_pushstring(L, (lua_toboolean(L, stackIndex) ? "true" : "false"));
+ break;
+
+ case LUA_TNIL:
+ lua_pushliteral(L, "nil");
+ break;
+
+ default:
+ lua_pushfstring(L, "%s: %p", luaL_typename(L, stackIndex), lua_topointer(L, stackIndex));
+ break;
+ }
+
+ Common::String result(lua_tostring(L, -1));
+ lua_pop(L, 1);
+
+ return result;
+}
+}
+
+namespace Sword25 {
+
+Common::String LuaBindhelper::stackDump(lua_State *L) {
+ Common::String oss;
+
+ int i = lua_gettop(L);
+ oss += "------------------- Stack Dump -------------------\n";
+
+ while (i) {
+ oss += i + ": " + getLuaValueInfo(L, i) + "\n";
+ i--;
+ }
+
+ oss += "-------------- Stack Dump Finished ---------------\n";
+
+ return oss;
+}
+
+Common::String LuaBindhelper::tableDump(lua_State *L) {
+ Common::String oss;
+
+ oss += "------------------- Table Dump -------------------\n";
+
+ lua_pushnil(L);
+ while (lua_next(L, -2) != 0) {
+ // Get the value of the current element on top of the stack, including the index
+ oss += getLuaValueInfo(L, -2) + " : " + getLuaValueInfo(L, -1) + "\n";
+
+ // Pop value from the stack. The index is then ready for the next call to lua_next()
+ lua_pop(L, 1);
+ }
+
+ oss += "-------------- Table Dump Finished ---------------\n";
+
+ return oss;
+}
+
+} // End of namespace Sword25