mirror of
https://github.com/chibicitiberiu/rainmeter-studio.git
synced 2024-02-24 04:33:31 +00:00
c516bf8310
There are a few changes to the core Rainmeter code.
206 lines
4.4 KiB
C++
206 lines
4.4 KiB
C++
#include "LuaScript.h"
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#include "LuaManager.h"
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#include "../Rainmeter.h"
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LuaScript::LuaScript(lua_State* p_pState, const char* p_strFile, const char* p_strTableName) :
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m_pState(p_pState)
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{
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m_bInitialized = true;
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int result = luaL_loadfile(m_pState, p_strFile);
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m_strTableName = strdup(p_strTableName);
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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_pState);
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// Create the metatable that will store the global table
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lua_createtable(m_pState,0,1);
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// Push the global teble
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lua_pushvalue(m_pState,LUA_GLOBALSINDEX);
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// Set the __index of the table to be the global table
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lua_setfield(m_pState,-2, "__index");
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// Set the metatable for the script's table
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lua_setmetatable(m_pState, -2);
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// Put the table into the global table
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lua_setglobal(m_pState, p_strTableName);
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lua_getglobal(m_pState, p_strTableName);
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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_pState,-2);
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// Execute the Lua script
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result = lua_pcall(m_pState, 0, LUA_MULTRET, 0);
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if(result)
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{
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m_bInitialized = false;
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LuaManager::LuaLog("Lua cannot run file:");
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LuaManager::LuaLog("%s", lua_tostring(m_pState, -1) );
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}
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}
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else
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{
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m_bInitialized = false;
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LuaManager::LuaLog("Lua cannot run file:");
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LuaManager::LuaLog("%s", lua_tostring(m_pState, -1) );
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}
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}
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LuaScript::~LuaScript(void)
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{
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delete[] m_strTableName;
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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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// Push the variable name we want to put a value in.
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lua_pushstring(m_pState, p_strName);
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// Push the value
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tolua_pushusertype(m_pState, p_pValue, p_strTypeName);
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// Bind the variable
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lua_settable(m_pState, -3);
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// Pop our table off of the stack
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lua_pop(m_pState, 1);
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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_pState, "SKIN");
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// Push the value
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tolua_pushusertype(m_pState, p_pValue, "CMeterWindow");
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// Bind the variable
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lua_settable(m_pState, -3);
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//lua_pop(m_pLuaScript->GetState(), 1);
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}
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double LuaScript::RunFunctionDouble(const char* p_strFuncName)
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{
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if( m_bInitialized && p_strFuncName )
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{
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// Push our table onto the stack
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lua_getglobal(m_pState, m_strTableName);
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// Push the function onto the stack
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lua_getfield(m_pState,-1, p_strFuncName);
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if( lua_pcall(m_pState, 0, 1, 0) )
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{
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LuaManager::ReportErrors(m_pState);
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}
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else
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{
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if (!lua_isnumber(m_pState, -1))
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{
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LuaManager::LuaLog("Function `%s:%s' must return a number",m_strTableName, p_strFuncName);
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}
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double d = lua_tonumber(m_pState, -1);
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lua_pop(m_pState, 1);
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return d;
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}
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lua_pop(m_pState, 1);
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}
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return -1;
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}
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std::wstring LuaScript::RunFunctionString(const char* p_strFuncName)
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{
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if( m_bInitialized && p_strFuncName )
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{
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// Push our table onto the stack
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lua_getglobal(m_pState, m_strTableName);
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// Push the function onto the stack
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lua_getfield(m_pState,-1, p_strFuncName);
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if( lua_pcall(m_pState, 0, 1, 0) )
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{
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LuaManager::ReportErrors(m_pState);
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}
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else
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{
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if (!lua_isstring(m_pState, -1))
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{
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LuaManager::LuaLog("Function `%s:%s' must return a string",m_strTableName, p_strFuncName);
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}
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const char* str = lua_tostring(m_pState, -1);
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lua_pop(m_pState, 1);
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return ConvertToWide(str);
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}
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lua_pop(m_pState, 1);
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}
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return 0;
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}
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void LuaScript::RunFunction(const char* p_strFuncName)
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{
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if( m_bInitialized && p_strFuncName )
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{
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// Push our table onto the stack
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lua_getglobal(m_pState, m_strTableName);
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// Push the function onto the stack
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lua_getfield(m_pState,-1, p_strFuncName);
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if( lua_pcall(m_pState, 0, 0, 0) )
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{
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LuaManager::ReportErrors(m_pState);
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}
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lua_pop(m_pState, 1);
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}
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}
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bool LuaScript::FunctionExists(const char* p_strFuncName)
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{
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bool bExists = false;
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if( m_bInitialized && p_strFuncName )
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{
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// Push our table onto the stack
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lua_getglobal(m_pState, m_strTableName);
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// Push the function onto the stack
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lua_getfield(m_pState,-1, p_strFuncName);
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if( lua_isfunction( m_pState, lua_gettop(m_pState) ) )
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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_pState, 2);
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}
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return bExists;
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}
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