mirror of
https://github.com/chibicitiberiu/rainmeter-studio.git
synced 2024-02-24 04:33:31 +00:00
b99b275f44
- Added support for calling Lua functions with !PluginBang - Removed old (undocumented) implementation for handling mouse actions - Lua errors now contain the script file name only (instead of full path)
218 lines
4.8 KiB
C++
218 lines
4.8 KiB
C++
/*
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../StdAfx.h"
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#include "LuaScript.h"
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#include "LuaManager.h"
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#include "../Rainmeter.h"
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/*
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** LuaScript
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**
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** The constructor
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**
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*/
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LuaScript::LuaScript(lua_State* state, const char* file) : m_State(state),
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m_iRef(LUA_NOREF),
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m_Initialized(true)
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{
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int result = luaL_loadfile(m_State, file);
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// If the file loaded okay.
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if (result == 0)
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{
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// Create the table this script will reside in
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lua_newtable(m_State);
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// Create the metatable that will store the global table
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lua_createtable(m_State, 0, 1);
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// Push the global teble
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lua_pushvalue(m_State, LUA_GLOBALSINDEX);
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// Set the __index of the table to be the global table
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lua_setfield(m_State, -2, "__index");
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// Set the metatable for the script's table
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lua_setmetatable(m_State, -2);
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// Put the table into the global table
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m_iRef = luaL_ref(m_State, LUA_GLOBALSINDEX);
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PushTable();
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// Set the environment for the function to be run in to be the table that
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// has been created for the script/
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lua_setfenv(m_State, -2);
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// Execute the Lua script
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result = lua_pcall(m_State, 0, LUA_MULTRET, 0);
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if (result)
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{
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m_Initialized = false;
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LuaManager::ReportErrors(m_State);
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luaL_unref(m_State, LUA_GLOBALSINDEX, m_iRef);
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m_iRef = LUA_NOREF;
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}
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}
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else
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{
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m_Initialized = false;
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LuaManager::ReportErrors(m_State);
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}
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}
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/*
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** ~LuaScript
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**
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** The destructor
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**
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*/
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LuaScript::~LuaScript()
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{
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luaL_unref(m_State, LUA_GLOBALSINDEX, m_iRef);
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}
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/*
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** IsFunction
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**
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** Checks if given function is defined in the script file.
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**
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*/
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bool LuaScript::IsFunction(const char* funcName)
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{
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bool bExists = false;
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if (m_Initialized && funcName)
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{
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// Push our table onto the stack
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PushTable();
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// Push the function onto the stack
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lua_getfield(m_State, -1, funcName);
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if (lua_isfunction(m_State, -1))
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{
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bExists = true;
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}
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// Pop both the table and the function off the stack.
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lua_pop(m_State, 2);
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}
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return bExists;
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}
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/*
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** RunFunction
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**
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** Runs given function in script file.
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**
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*/
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void LuaScript::RunFunction(const char* funcName)
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{
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if (m_Initialized)
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{
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// Push our table onto the stack
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PushTable();
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// Push the function onto the stack
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lua_getfield(m_State, -1, funcName);
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if (lua_pcall(m_State, 0, 0, 0))
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{
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LuaManager::ReportErrors(m_State);
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}
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lua_pop(m_State, 1);
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}
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}
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/*
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** RunFunctionWithReturn
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**
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** Runs given function in script file and stores the retruned number and/or string.
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** Returns true if the executed function returns a valid value.
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**
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*/
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bool LuaScript::RunFunctionWithReturn(const char* funcName, double& numValue, std::wstring& strValue)
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{
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bool ret = false;
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if (m_Initialized)
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{
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// Push our table onto the stack
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PushTable();
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// Push the function onto the stack
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lua_getfield(m_State, -1, funcName);
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if (lua_pcall(m_State, 0, 1, 0))
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{
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LuaManager::ReportErrors(m_State);
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}
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else
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{
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if (lua_isstring(m_State, -1))
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{
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const char* str = lua_tostring(m_State, -1);
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strValue = ConvertToWide(str);
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// A number is a string and numerical string (e.g. "10") is a number, so check for it here
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if (lua_isnumber(m_State, -1))
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{
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numValue = lua_tonumber(m_State, -1);
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}
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ret = true;
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}
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}
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lua_pop(m_State, 2);
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}
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return ret;
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}
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//void LuaScript::BindVariable(const char* p_strName, void* p_pValue, const char* p_strTypeName)
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//{
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// PushTable();
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//
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// /*
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// // Push the variable name we want to put a value in.
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// lua_pushstring(m_State, p_strName);
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// // Push the value
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// tolua_pushusertype(m_State, p_pValue, p_strTypeName);
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// // Bind the variable
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// lua_settable(m_State, -3);
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//
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// // Pop our table off of the stack
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// lua_pop(m_State, 1);
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//
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// */
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//
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// // Push the variable name we want to put a value in.
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// lua_pushstring(m_State, "SKIN");
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// // Push the value
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// tolua_pushusertype(m_State, p_pValue, "CMeterWindow");
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// // Bind the variable
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// lua_settable(m_State, -3);
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//
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// //lua_pop(m_pLuaScript->GetState(), 1);
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//}
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//
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