rainmeter-studio/Library/lua/LuaScript.cpp

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/*
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "../StdAfx.h"
#include "LuaScript.h"
#include "LuaManager.h"
#include "../Rainmeter.h"
/*
** LuaScript
**
** The constructor
**
*/
LuaScript::LuaScript(lua_State* state, const char* file) : m_State(state),
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m_iRef(LUA_NOREF),
m_Initialized(true)
{
int result = luaL_loadfile(m_State, file);
// If the file loaded okay.
if (result == 0)
{
// Create the table this script will reside in
lua_newtable(m_State);
// Create the metatable that will store the global table
lua_createtable(m_State, 0, 1);
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// Push the global teble
lua_pushvalue(m_State, LUA_GLOBALSINDEX);
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// Set the __index of the table to be the global table
lua_setfield(m_State, -2, "__index");
// Set the metatable for the script's table
lua_setmetatable(m_State, -2);
// Put the table into the global table
m_iRef = luaL_ref(m_State, LUA_GLOBALSINDEX);
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PushTable();
// Set the environment for the function to be run in to be the table that
// has been created for the script/
lua_setfenv(m_State, -2);
// Execute the Lua script
result = lua_pcall(m_State, 0, LUA_MULTRET, 0);
if (result)
{
m_Initialized = false;
LuaManager::ReportErrors(m_State);
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luaL_unref(m_State, LUA_GLOBALSINDEX, m_iRef);
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m_iRef = LUA_NOREF;
}
}
else
{
m_Initialized = false;
LuaManager::ReportErrors(m_State);
}
}
/*
** ~LuaScript
**
** The destructor
**
*/
LuaScript::~LuaScript()
{
luaL_unref(m_State, LUA_GLOBALSINDEX, m_iRef);
}
/*
** IsFunction
**
** Checks if given function is defined in the script file.
**
*/
bool LuaScript::IsFunction(const char* funcName)
{
bool bExists = false;
if (m_Initialized)
{
// Push our table onto the stack
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PushTable();
// Push the function onto the stack
lua_getfield(m_State, -1, funcName);
if (lua_isfunction(m_State, -1))
{
bExists = true;
}
// Pop both the table and the function off the stack.
lua_pop(m_State, 2);
}
return bExists;
}
/*
** RunFunction
**
** Runs given function in script file.
**
*/
void LuaScript::RunFunction(const char* funcName)
{
if (m_Initialized)
{
// Push our table onto the stack
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PushTable();
// Push the function onto the stack
lua_getfield(m_State, -1, funcName);
if (lua_pcall(m_State, 0, 0, 0))
{
LuaManager::ReportErrors(m_State);
}
lua_pop(m_State, 1);
}
}
/*
** RunFunctionWithReturn
**
** Runs given function in script file and stores the retruned number and/or string.
** Returns true if the executed function returns a valid value.
**
*/
bool LuaScript::RunFunctionWithReturn(const char* funcName, double& numValue, std::wstring& strValue)
{
bool ret = false;
if (m_Initialized)
{
// Push our table onto the stack
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PushTable();
// Push the function onto the stack
lua_getfield(m_State, -1, funcName);
if (lua_pcall(m_State, 0, 1, 0))
{
LuaManager::ReportErrors(m_State);
}
else
{
if (lua_isstring(m_State, -1))
{
const char* str = lua_tostring(m_State, -1);
strValue = ConvertToWide(str);
// A number is a string and numerical string (e.g. "10") is a number, so check for it here
if (lua_isnumber(m_State, -1))
{
numValue = lua_tonumber(m_State, -1);
}
ret = true;
}
}
lua_pop(m_State, 2);
}
return ret;
}
/*
** RunString
**
** Runs given string in the context of the script file.
**
*/
void LuaScript::RunString(const char* str)
{
if (m_Initialized)
{
// Load the string as a Lua chunk
if (luaL_loadstring(m_State, str))
{
LuaManager::ReportErrors(m_State);
}
// Push our table onto the stack
PushTable();
// Pop table and set the environment of the loaded chunk to it
lua_setfenv(m_State, -2);
if (lua_pcall(m_State, 0, 0, 0))
{
LuaManager::ReportErrors(m_State);
}
}
}
//void LuaScript::BindVariable(const char* p_strName, void* p_pValue, const char* p_strTypeName)
//{
// PushTable();
//
// /*
// // Push the variable name we want to put a value in.
// lua_pushstring(m_State, p_strName);
// // Push the value
// tolua_pushusertype(m_State, p_pValue, p_strTypeName);
// // Bind the variable
// lua_settable(m_State, -3);
//
// // Pop our table off of the stack
// lua_pop(m_State, 1);
//
// */
//
// // Push the variable name we want to put a value in.
// lua_pushstring(m_State, "SKIN");
// // Push the value
// tolua_pushusertype(m_State, p_pValue, "CMeterWindow");
// // Bind the variable
// lua_settable(m_State, -3);
//
// //lua_pop(m_pLuaScript->GetState(), 1);
//}
//