rainmeter-studio/Library/lua/LuaScript.cpp
Birunthan Mohanathas 99c67f7dac Script: Added Unicode support
The script file can now be UTF8 encoded. There are some limitations with UTF8 data and the Lua string library, check: http://lua-users.org/lists/lua-l/2012-02/msg00241.html
2012-07-13 14:36:59 +03:00

265 lines
5.9 KiB
C++

/*
Copyright (C) 2010 Matt King, Birunthan Mohanathas
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "../StdAfx.h"
#include "LuaScript.h"
#include "LuaManager.h"
#include "../Rainmeter.h"
/*
** The constructor
**
*/
LuaScript::LuaScript(const WCHAR* scriptFile) :
m_Ref(LUA_NOREF),
m_Initialized(false)
{
lua_State* L = LuaManager::GetState();
FILE* file = _wfopen(scriptFile, L"rb");
if (!file)
{
return;
}
fseek(file, 0, SEEK_END);
long fileSize = ftell(file);
if (fileSize < 3)
{
return;
}
int load = 0;
std::string scriptName = ConvertToUTF8(wcsrchr(scriptFile, L'\\') + 1);
const char* scriptNameSz = scriptName.c_str();
BYTE* fileData = new BYTE[fileSize];
fseek(file, 0, SEEK_SET);
fread(fileData, fileSize, 1, file);
if (fileData[0] == 0xEF && fileData[1] == 0xBB && fileData[2] == 0xBF)
{
// Has UTF8 BOM, so assume that data is already in UTF8.
const char* utf8Data = (char*)fileData + 3;
int utf8Size = fileSize - 3;
load = luaL_loadbuffer(L, utf8Data, utf8Size, scriptNameSz);
delete [] fileData;
}
else
{
// Convert the file contents first to WCHAR with respect to the current
// code page and then to UTF8 in order to preserve code page specific chars.
int wideSize = MultiByteToWideChar(CP_ACP, 0, (char*)fileData, fileSize, NULL, 0);
WCHAR* wideData = new WCHAR[wideSize];
MultiByteToWideChar(CP_ACP, 0, (char*)fileData, fileSize, wideData, wideSize);
delete [] fileData;
int utf8Size = WideCharToMultiByte(CP_UTF8, 0, wideData, wideSize, NULL, 0, NULL, NULL);
char* utf8Data = new char[utf8Size];
WideCharToMultiByte(CP_UTF8, 0, wideData, wideSize, utf8Data, utf8Size, NULL, NULL);
delete [] wideData;
load = luaL_loadbuffer(L, utf8Data, utf8Size, scriptNameSz);
delete [] utf8Data;
}
if (load == 0)
{
// Create the table this script will reside in
lua_newtable(L);
// Create the metatable that will store the global table
lua_createtable(L, 0, 1);
// Push the global teble
lua_pushvalue(L, LUA_GLOBALSINDEX);
// Set the __index of the table to be the global table
lua_setfield(L, -2, "__index");
// Set the metatable for the script's table
lua_setmetatable(L, -2);
// Put the table into the global table
m_Ref = luaL_ref(L, LUA_GLOBALSINDEX);
lua_rawgeti(L, LUA_GLOBALSINDEX, m_Ref);
// Set the environment for the function to be run in to be the table that
// has been created for the script/
lua_setfenv(L, -2);
// Execute the Lua script
if (lua_pcall(L, 0, 0, 0) == 0)
{
m_Initialized = true;
}
else
{
LuaManager::ReportErrors(L);
luaL_unref(L, LUA_GLOBALSINDEX, m_Ref);
m_Ref = LUA_NOREF;
}
}
else
{
LuaManager::ReportErrors(L);
}
fclose(file);
}
/*
** The destructor
**
*/
LuaScript::~LuaScript()
{
lua_State* L = LuaManager::GetState();
luaL_unref(L, LUA_GLOBALSINDEX, m_Ref);
}
/*
** Checks if given function is defined in the script file.
**
*/
bool LuaScript::IsFunction(const char* funcName)
{
lua_State* L = LuaManager::GetState();
bool bExists = false;
if (m_Initialized)
{
// Push our table onto the stack
lua_rawgeti(L, LUA_GLOBALSINDEX, m_Ref);
// Push the function onto the stack
lua_getfield(L, -1, funcName);
if (lua_isfunction(L, -1))
{
bExists = true;
}
// Pop both the table and the function off the stack.
lua_pop(L, 2);
}
return bExists;
}
/*
** Runs given function in script file.
**
*/
void LuaScript::RunFunction(const char* funcName)
{
lua_State* L = LuaManager::GetState();
if (m_Initialized)
{
// Push our table onto the stack
lua_rawgeti(L, LUA_GLOBALSINDEX, m_Ref);
// Push the function onto the stack
lua_getfield(L, -1, funcName);
if (lua_pcall(L, 0, 0, 0))
{
LuaManager::ReportErrors(L);
}
lua_pop(L, 1);
}
}
/*
** Runs given function in script file and stores the retruned number or string.
**
*/
int LuaScript::RunFunctionWithReturn(const char* funcName, double& numValue, std::wstring& strValue)
{
lua_State* L = LuaManager::GetState();
int type = LUA_TNIL;
if (m_Initialized)
{
// Push our table onto the stack
lua_rawgeti(L, LUA_GLOBALSINDEX, m_Ref);
// Push the function onto the stack
lua_getfield(L, -1, funcName);
if (lua_pcall(L, 0, 1, 0))
{
LuaManager::ReportErrors(L);
lua_pop(L, 1);
}
else
{
type = lua_type(L, -1);
if (type == LUA_TNUMBER)
{
numValue = lua_tonumber(L, -1);
}
else if (type == LUA_TSTRING)
{
const char* str = lua_tostring(L, -1);
strValue = ConvertUTF8ToWide(str);
numValue = strtod(str, NULL);
}
lua_pop(L, 2);
}
}
return type;
}
/*
** Runs given string in the context of the script file.
**
*/
void LuaScript::RunString(const char* str)
{
lua_State* L = LuaManager::GetState();
if (m_Initialized)
{
// Load the string as a Lua chunk
if (luaL_loadstring(L, str))
{
LuaManager::ReportErrors(L);
}
// Push our table onto the stack
lua_rawgeti(L, LUA_GLOBALSINDEX, m_Ref);
// Pop table and set the environment of the loaded chunk to it
lua_setfenv(L, -2);
if (lua_pcall(L, 0, 0, 0))
{
LuaManager::ReportErrors(L);
}
}
}