rainmeter-studio/Library/lua/LuaScript.cpp

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#include "../StdAfx.h"
#include "LuaScript.h"
#include "LuaManager.h"
#include "../Rainmeter.h"
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LuaScript::LuaScript(lua_State* p_pState, const char* p_strFile) : m_pState(p_pState), m_strFile(_strdup(p_strFile)),
m_iRef(LUA_NOREF),
m_bInitialized(true)
{
int result = luaL_loadfile(m_pState, p_strFile);
// If the file loaded okay.
if (result == 0)
{
// Create the table this script will reside in
lua_newtable(m_pState);
// Create the metatable that will store the global table
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lua_createtable(m_pState, 0, 1);
// Push the global teble
lua_pushvalue(m_pState, LUA_GLOBALSINDEX);
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// Set the __index of the table to be the global table
lua_setfield(m_pState, -2, "__index");
// Set the metatable for the script's table
lua_setmetatable(m_pState, -2);
// Put the table into the global table
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m_iRef = luaL_ref(m_pState, 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_pState, -2);
// Execute the Lua script
result = lua_pcall(m_pState, 0, LUA_MULTRET, 0);
if (result)
{
m_bInitialized = false;
LuaManager::LuaLog(LOG_ERROR, "Script: Could not run file: %s", lua_tostring(m_pState, -1));
lua_pop(m_pState, 1);
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luaL_unref(m_pState, LUA_GLOBALSINDEX, m_iRef);
m_iRef = LUA_NOREF;
}
}
else
{
m_bInitialized = false;
LuaManager::LuaLog(LOG_ERROR, "Script: Could not run file: %s", lua_tostring(m_pState, -1));
lua_pop(m_pState, 1);
}
}
LuaScript::~LuaScript(void)
{
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luaL_unref(m_pState, LUA_GLOBALSINDEX, m_iRef);
if (m_strFile) free(m_strFile);
}
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_pState, p_strName);
// Push the value
tolua_pushusertype(m_pState, p_pValue, p_strTypeName);
// Bind the variable
lua_settable(m_pState, -3);
// Pop our table off of the stack
lua_pop(m_pState, 1);
*/
// Push the variable name we want to put a value in.
lua_pushstring(m_pState, "SKIN");
// Push the value
tolua_pushusertype(m_pState, p_pValue, "CMeterWindow");
// Bind the variable
lua_settable(m_pState, -3);
//lua_pop(m_pLuaScript->GetState(), 1);
}
double LuaScript::RunFunctionDouble(const char* p_strFuncName)
{
double result = -1;
if (m_bInitialized && p_strFuncName)
{
// Push our table onto the stack
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PushTable();
// Push the function onto the stack
lua_getfield(m_pState, -1, p_strFuncName);
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if (lua_pcall(m_pState, 0, 1, 0))
{
LuaManager::ReportErrors(m_pState);
}
else
{
if (!lua_isnumber(m_pState, -1))
{
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LuaManager::LuaLog(LOG_ERROR, "Script: Function '%s' must return a number: %s", p_strFuncName, m_strFile);
}
result = lua_tonumber(m_pState, -1);
}
// Pop both the table and the return value off the stack.
lua_pop(m_pState, 2);
}
return result;
}
std::wstring LuaScript::RunFunctionString(const char* p_strFuncName)
{
std::wstring result;
if (m_bInitialized && p_strFuncName)
{
// Push our table onto the stack
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PushTable();
// Push the function onto the stack
lua_getfield(m_pState, -1, p_strFuncName);
if (lua_pcall(m_pState, 0, 1, 0))
{
LuaManager::ReportErrors(m_pState);
}
else
{
if (!lua_isstring(m_pState, -1))
{
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LuaManager::LuaLog(LOG_ERROR, "Script: Function '%s' must return a string: %s", p_strFuncName, m_strFile);
}
const char* str = lua_tostring(m_pState, -1);
result = ConvertToWide(str);
}
// Pop both the table and the return value off the stack.
lua_pop(m_pState, 2);
}
return result;
}
void LuaScript::RunFunction(const char* p_strFuncName)
{
if (m_bInitialized && p_strFuncName)
{
// Push our table onto the stack
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PushTable();
// Push the function onto the stack
lua_getfield(m_pState,-1, p_strFuncName);
if (lua_pcall(m_pState, 0, 0, 0))
{
LuaManager::ReportErrors(m_pState);
}
lua_pop(m_pState, 1);
}
}
bool LuaScript::FunctionExists(const char* p_strFuncName)
{
bool bExists = false;
if (m_bInitialized && p_strFuncName)
{
// Push our table onto the stack
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PushTable();
// Push the function onto the stack
lua_getfield(m_pState, -1, p_strFuncName);
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if (lua_isfunction( m_pState, -1))
{
bExists = true;
}
// Pop both the table and the function off the stack.
lua_pop(m_pState, 2);
}
return bExists;
}