aboutsummaryrefslogtreecommitdiff
path: root/engines/sword25/script/luacallback.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/sword25/script/luacallback.cpp')
-rw-r--r--engines/sword25/script/luacallback.cpp180
1 files changed, 180 insertions, 0 deletions
diff --git a/engines/sword25/script/luacallback.cpp b/engines/sword25/script/luacallback.cpp
new file mode 100644
index 0000000000..6d2e634632
--- /dev/null
+++ b/engines/sword25/script/luacallback.cpp
@@ -0,0 +1,180 @@
+/* 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/script/luacallback.h"
+#include "sword25/script/luabindhelper.h"
+
+namespace Lua {
+
+extern "C"
+{
+#include "sword25/util/lua/lua.h"
+#include "sword25/util/lua/lauxlib.h"
+}
+
+const char *CALLBACKTABLE_NAME = "__CALLBACKS";
+
+}
+
+namespace Sword25 {
+
+#define BS_LOG_PREFIX "LUA"
+
+LuaCallback::LuaCallback(lua_State *L) {
+ // Create callback table
+ lua_newtable(L);
+ lua_setglobal(L, CALLBACKTABLE_NAME);
+}
+
+LuaCallback::~LuaCallback() {
+}
+
+void LuaCallback::registerCallbackFunction(lua_State *L, uint objectHandle) {
+ BS_ASSERT(lua_isfunction(L, -1));
+ ensureObjectCallbackTableExists(L, objectHandle);
+
+ // Store function in the callback object table store
+ lua_pushvalue(L, -2);
+ luaL_ref(L, -2);
+
+ // Pop the function and object callback table from the stack
+ lua_pop(L, 2);
+}
+
+void LuaCallback::unregisterCallbackFunction(lua_State *L, uint objectHandle) {
+ BS_ASSERT(lua_isfunction(L, -1));
+ ensureObjectCallbackTableExists(L, objectHandle);
+
+ // Iterate over all elements of the object callback table and remove the function from it
+ lua_pushnil(L);
+ while (lua_next(L, -2) != 0) {
+ // The value of the current element is the top of the stack, including the index
+
+ // If the value is identical to the function parameters, it is removed from the table
+ if (lua_equal(L, -1, -4)) {
+ lua_pushvalue(L, -2);
+ lua_pushnil(L);
+ lua_settable(L, -5);
+
+ // The function was found, iteration can be stopped
+ lua_pop(L, 2);
+ break;
+ } else {
+ // Pop value from the stack. The index is then ready for the next call to lua_next()
+ lua_pop(L, 1);
+ }
+ }
+
+ // Function and object table are popped from the stack
+ lua_pop(L, 2);
+}
+
+void LuaCallback::removeAllObjectCallbacks(lua_State *L, uint objectHandle) {
+ pushCallbackTable(L);
+
+ // Remove the object callback from the callback table
+ lua_pushnumber(L, objectHandle);
+ lua_pushnil(L);
+ lua_settable(L, -3);
+
+ lua_pop(L, 1);
+}
+
+void LuaCallback::invokeCallbackFunctions(lua_State *L, uint objectHandle) {
+ ensureObjectCallbackTableExists(L, objectHandle);
+
+ // Iterate through the table and perform all the callbacks
+ lua_pushnil(L);
+ while (lua_next(L, -2) != 0) {
+ // The value of the current element is at the top of the stack, including the index
+
+ // If the value is a function, execute it
+ if (lua_type(L, -1) == LUA_TFUNCTION) {
+ // Pre-Function Call
+ // Derived classes can function in this parameter onto the stack.
+ // The return value indicates the number of parameters
+ int argumentCount = preFunctionInvokation(L);
+
+ // Lua_pcall the function and the parameters pop themselves from the stack
+ if (lua_pcall(L, argumentCount, 0, 0) != 0) {
+ // An error has occurred
+ BS_LOG_ERRORLN("An error occured executing a callback function: %s", lua_tostring(L, -1));
+
+ // Pop error message from the stack
+ lua_pop(L, 1);
+ }
+ } else {
+ // Pop value from the stack. The index is then ready for the next call to lua_next()
+ lua_pop(L, 1);
+ }
+ }
+}
+
+void LuaCallback::ensureObjectCallbackTableExists(lua_State *L, uint objectHandle) {
+ pushObjectCallbackTable(L, objectHandle);
+
+ // If the table is nil, it must first be created
+ if (lua_isnil(L, -1)) {
+ // Pop nil from stack
+ lua_pop(L, 1);
+
+ pushCallbackTable(L);
+
+ // Create the table, and put the objectHandle into it
+ lua_newtable(L);
+ lua_pushnumber(L, objectHandle);
+ lua_pushvalue(L, -2);
+ lua_settable(L, -4);
+
+ // Pop the callback table from the stack
+ lua_remove(L, -2);
+ }
+}
+
+void LuaCallback::pushCallbackTable(lua_State *L) {
+ lua_getglobal(L, CALLBACKTABLE_NAME);
+}
+
+void LuaCallback::pushObjectCallbackTable(lua_State *L, uint objectHandle) {
+ pushCallbackTable(L);
+
+ // Push Object Callback table onto the stack
+ lua_pushnumber(L, objectHandle);
+ lua_gettable(L, -2);
+
+ // Pop the callback table from the stack
+ lua_remove(L, -2);
+}
+
+} // End of namespace Sword25