/* 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