rainmeter-studio/Library/lua/LuaScript.cpp
Birunthan Mohanathas 6560518037 Script: Add Unicode support
If the script file is UTF-8 encoded, all Lua strings are converted to/from as if they were UTF-8. Otherwise things continue to work as they have until now. Additionally, UTF-8 scripts cannot use deprecated features at all (PROPERTIES, GetStringValue).
2013-08-06 20:43:57 +03:00

262 lines
5.6 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 "../../Common/StringUtil.h"
#include "LuaScript.h"
#include "LuaManager.h"
/*
** The constructor
**
*/
LuaScript::LuaScript() :
m_Ref(LUA_NOREF),
m_Unicode(false)
{
}
/*
** The destructor
**
*/
LuaScript::~LuaScript()
{
Uninitialize();
}
bool LuaScript::Initialize(const std::wstring& scriptFile)
{
assert(!IsInitialized());
FILE* file = _wfopen(scriptFile.c_str(), L"rb");
if (!file) return false;
fseek(file, 0, SEEK_END);
const long fileSize = ftell(file);
BYTE* fileData = new BYTE[fileSize];
fseek(file, 0, SEEK_SET);
fread(fileData, fileSize, 1, file);
fclose(file);
file = nullptr;
// Has UTF8 BOM, so assume that data is already in UTF8.
char* scriptData = (char*)fileData;
int scriptDataSize = fileSize;
// Treat the script as Unicode if it has the UTF-8 BOM.
m_Unicode = fileSize > 3 && fileData[0] == 0xEF && fileData[1] == 0xBB && fileData[2] == 0xBF;
if (m_Unicode)
{
// Skip the BOM.
scriptData += 3;
scriptDataSize -= 3;
}
lua_State* L = GetState();
bool scriptLoaded = luaL_loadbuffer(L, scriptData, scriptDataSize, "") == 0;
delete [] fileData;
if (scriptLoaded)
{
// 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
int result = lua_pcall(L, 0, 0, 0);
if (result == 0)
{
m_File = scriptFile;
return true;
}
else
{
LuaManager::ReportErrors(scriptFile);
Uninitialize();
}
}
else
{
LuaManager::ReportErrors(scriptFile);
}
return false;
}
void LuaScript::Uninitialize()
{
lua_State* L = GetState();
if (m_Ref != LUA_NOREF)
{
luaL_unref(L, LUA_GLOBALSINDEX, m_Ref);
m_Ref = LUA_NOREF;
m_File.clear();
}
}
/*
** Checks if given function is defined in the script file.
**
*/
bool LuaScript::IsFunction(const char* funcName)
{
lua_State* L = GetState();
bool bExists = false;
if (IsInitialized())
{
// Push our table onto the stack
lua_rawgeti(L, LUA_GLOBALSINDEX, m_Ref);
// Push the function onto the stack
lua_getfield(L, -1, funcName);
bExists = lua_isfunction(L, -1);
// 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 = GetState();
if (IsInitialized())
{
// 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(m_File);
}
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 = GetState();
int type = LUA_TNIL;
if (IsInitialized())
{
// 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(m_File);
lua_pop(L, 1);
}
else
{
type = lua_type(L, -1);
if (type == LUA_TNUMBER)
{
numValue = lua_tonumber(L, -1);
}
else if (type == LUA_TSTRING)
{
size_t strLen = 0;
const char* str = lua_tolstring(L, -1, &strLen);
strValue = m_Unicode ?
StringUtil::WidenUTF8(str, (int)strLen) : StringUtil::Widen(str, (int)strLen);
numValue = strtod(str, nullptr);
}
lua_pop(L, 2);
}
}
return type;
}
/*
** Runs given string in the context of the script file.
**
*/
void LuaScript::RunString(const std::wstring& str)
{
lua_State* L = GetState();
if (IsInitialized())
{
const std::string narrowStr = m_Unicode ?
StringUtil::NarrowUTF8(str) : StringUtil::Narrow(str);
// Load the string as a Lua chunk
if (luaL_loadstring(L, narrowStr.c_str()))
{
LuaManager::ReportErrors(m_File);
}
// 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(m_File);
}
}
}