rainmeter-studio/Library/lua/LuaScript.cpp
spx 7ea3a762ac - Fixed that r716 (precompiled header) doesn't work on x64.
- Now uses constructor initialization list in each class.
- TintedImage: Code cleanup.
2011-01-29 00:11:01 +00:00

203 lines
4.4 KiB
C++

#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("Lua cannot run file:");
LuaManager::LuaLog("%s", lua_tostring(m_pState, -1) );
}
}
else
{
m_bInitialized = false;
LuaManager::LuaLog("Lua cannot run file:");
LuaManager::LuaLog("%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("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("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 0;
}
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;
}