/* 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), 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); // Push the global teble lua_pushvalue(m_State, LUA_GLOBALSINDEX); // 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); 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); luaL_unref(m_State, LUA_GLOBALSINDEX, m_iRef); 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 && funcName) { // Push our table onto the stack 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 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 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; } //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); //} //