#include "../StdAfx.h" #include "LuaScript.h" #include "LuaManager.h" #include "../Rainmeter.h" LuaScript::LuaScript(lua_State* p_pState, const char* p_strFile, const char* p_strTableName) : m_pState(p_pState), m_strTableName(_strdup(p_strTableName)), 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 lua_createtable(m_pState,0,1); // Push the global teble lua_pushvalue(m_pState,LUA_GLOBALSINDEX); // 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 lua_setglobal(m_pState, p_strTableName); lua_getglobal(m_pState, p_strTableName); // 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: Cannot run file: %s", p_strFile); LuaManager::LuaLog(LOG_ERROR, "Script: %s", lua_tostring(m_pState, -1)); } } else { m_bInitialized = false; LuaManager::LuaLog(LOG_ERROR, "Script: Cannot run file: %s", p_strFile); LuaManager::LuaLog(LOG_ERROR, "Script: %s", lua_tostring(m_pState, -1)); } } LuaScript::~LuaScript(void) { if (m_strTableName) free(m_strTableName); } 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) { if (m_bInitialized && p_strFuncName) { // Push our table onto the stack lua_getglobal(m_pState, m_strTableName); // 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_isnumber(m_pState, -1)) { LuaManager::LuaLog(LOG_ERROR, "Script: Function '%s:%s' must return a number", m_strTableName, p_strFuncName); } double d = lua_tonumber(m_pState, -1); lua_pop(m_pState, 1); return d; } lua_pop(m_pState, 1); } return -1; } std::wstring LuaScript::RunFunctionString(const char* p_strFuncName) { if( m_bInitialized && p_strFuncName ) { // Push our table onto the stack lua_getglobal(m_pState, m_strTableName); // 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)) { LuaManager::LuaLog(LOG_ERROR, "Script: Function '%s:%s' must return a string",m_strTableName, p_strFuncName); } const char* str = lua_tostring(m_pState, -1); lua_pop(m_pState, 1); return ConvertToWide(str); } lua_pop(m_pState, 1); } return L""; } void LuaScript::RunFunction(const char* p_strFuncName) { if( m_bInitialized && p_strFuncName ) { // Push our table onto the stack lua_getglobal(m_pState, m_strTableName); // 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 lua_getglobal(m_pState, m_strTableName); // Push the function onto the stack lua_getfield(m_pState,-1, p_strFuncName); if( lua_isfunction( m_pState, lua_gettop(m_pState) ) ) { bExists = true; } // Pop both the table and the function off the stack. lua_pop(m_pState, 2); } return bExists; }