Adrian Hedqvist
ec131d8bda
* Implemented lua using kaguya, only for config files for now * Moved color struct to its own header * statically link glew instead of including the source in the project * Other stuff that I don't remember
502 lines
16 KiB
C++
502 lines
16 KiB
C++
// Copyright satoren
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// Distributed under the Boost Software License, Version 1.0. (See
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// accompanying file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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#pragma once
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#include <string>
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#include <iostream>
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#include "kaguya/config.hpp"
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#include "kaguya/utility.hpp"
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#include "kaguya/metatable.hpp"
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#include "kaguya/error_handler.hpp"
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#include "kaguya/lua_ref_table.hpp"
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#include "kaguya/lua_ref_function.hpp"
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namespace kaguya {
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/// @addtogroup State
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/// @{
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/// @brief Load library info type @see State::openlibs @see State::State(const
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/// LoadLibs &libs)
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typedef std::pair<std::string, lua_CFunction> LoadLib;
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/// @brief Load libraries info @see State::openlibs @see State::State(const
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/// LoadLibs &libs)
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typedef std::vector<LoadLib> LoadLibs;
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/// @brief return no load library type @see State::State(const LoadLibs &libs)
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inline LoadLibs NoLoadLib() { return LoadLibs(); }
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/// @brief All load standard libraries type @see State::openlibs
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struct AllLoadLibs {};
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template <typename Allocator>
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void *AllocatorFunction(void *ud, void *ptr, size_t osize, size_t nsize) {
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Allocator *allocator = static_cast<Allocator *>(ud);
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if (nsize == 0) {
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allocator->deallocate(ptr, osize);
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} else if (ptr) {
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return allocator->reallocate(ptr, nsize);
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} else {
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return allocator->allocate(nsize);
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}
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return 0;
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}
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struct DefaultAllocator {
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typedef void *pointer;
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typedef size_t size_type;
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pointer allocate(size_type n) { return std::malloc(n); }
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pointer reallocate(pointer p, size_type n) { return std::realloc(p, n); }
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void deallocate(pointer p, size_type n) {
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KAGUYA_UNUSED(n);
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std::free(p);
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}
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};
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/// lua_State wrap class
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class State {
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standard::shared_ptr<void> allocator_holder_;
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lua_State *state_;
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bool created_;
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// non copyable
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State(const State &);
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State &operator=(const State &);
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static int initializing_panic(lua_State *L) {
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ErrorHandler::throwDefaultError(lua_status(L), lua_tostring(L, -1));
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return 0; // return to Lua to abort
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}
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static int default_panic(lua_State *L) {
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if (ErrorHandler::handle(lua_status(L), L)) {
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return 0;
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}
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fprintf(stderr, "PANIC: unprotected error in call to Lua API (%s)\n",
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lua_tostring(L, -1));
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fflush(stderr);
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return 0; // return to Lua to abort
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}
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static void stderror_out(int status, const char *message) {
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KAGUYA_UNUSED(status);
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std::cerr << message << std::endl;
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}
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template <typename Libs> void init(const Libs &lib) {
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if (state_) {
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lua_atpanic(state_, &initializing_panic);
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try {
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if (!ErrorHandler::getHandler(state_)) {
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setErrorHandler(&stderror_out);
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}
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openlibs(lib);
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lua_atpanic(state_, &default_panic);
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} catch (const LuaException &) {
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lua_close(state_);
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state_ = 0;
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}
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}
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}
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public:
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/// @brief create Lua state with lua standard library
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State() : allocator_holder_(), state_(luaL_newstate()), created_(true) {
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init(AllLoadLibs());
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}
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/// @brief create Lua state with lua standard library. Can not use this
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/// constructor at luajit. error message is 'Must use luaL_newstate() for 64
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/// bit target'
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/// @param allocator allocator for memory allocation @see DefaultAllocator
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template <typename Allocator>
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State(standard::shared_ptr<Allocator> allocator)
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: allocator_holder_(allocator),
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state_(lua_newstate(&AllocatorFunction<Allocator>,
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allocator_holder_.get())),
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created_(true) {
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init(AllLoadLibs());
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}
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/// @brief create Lua state with (or without) libraries.
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/// @param libs load libraries
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/// e.g. LoadLibs libs;libs.push_back(LoadLib("libname",libfunction));State
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/// state(libs);
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/// e.g. State state({{"libname",libfunction}}); for c++ 11
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State(const LoadLibs &libs)
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: allocator_holder_(), state_(luaL_newstate()), created_(true) {
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init(libs);
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}
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/// @brief create Lua state with (or without) libraries. Can not use this
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/// constructor at luajit. error message is 'Must use luaL_newstate() for 64
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/// bit target'
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/// @param libs load libraries
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/// @param allocator allocator for memory allocation @see DefaultAllocator
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template <typename Allocator>
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State(const LoadLibs &libs, standard::shared_ptr<Allocator> allocator)
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: allocator_holder_(allocator),
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state_(lua_newstate(&AllocatorFunction<Allocator>,
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allocator_holder_.get())),
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created_(true) {
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init(libs);
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}
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/// @brief construct using created lua_State.
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/// @param lua created lua_State. It is not call lua_close() in this class
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State(lua_State *lua) : state_(lua), created_(false) {
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if (state_) {
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if (!ErrorHandler::getHandler(state_)) {
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setErrorHandler(&stderror_out);
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}
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}
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}
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~State() {
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if (created_ && state_) {
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lua_close(state_);
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}
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}
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/// @brief set error handler for lua error.
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void
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setErrorHandler(standard::function<void(int statuscode, const char *message)>
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errorfunction) {
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if (!state_) {
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return;
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}
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util::ScopedSavedStack save(state_);
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ErrorHandler::registerHandler(state_, errorfunction);
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}
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/// @brief load all lua standard library
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void openlibs(AllLoadLibs = AllLoadLibs()) {
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if (!state_) {
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return;
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}
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luaL_openlibs(state_);
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}
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/// @brief load lua library
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LuaStackRef openlib(const LoadLib &lib) {
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if (!state_) {
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return LuaStackRef();
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}
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luaL_requiref(state_, lib.first.c_str(), lib.second, 1);
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return LuaStackRef(state_, -1, true);
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}
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/// @brief load lua library
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LuaStackRef openlib(std::string name, lua_CFunction f) {
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return openlib(LoadLib(name, f));
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}
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/// @brief load lua libraries
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void openlibs(const LoadLibs &libs) {
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for (LoadLibs::const_iterator it = libs.begin(); it != libs.end(); ++it) {
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openlib(*it);
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}
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}
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/// @brief If there are no errors,compiled file as a Lua function and return.
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/// Otherwise send error message to error handler and return nil reference
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/// @param file file path of lua script
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/// @return reference of lua function
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LuaFunction loadfile(const std::string &file) {
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return LuaFunction::loadfile(state_, file);
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}
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/// @brief If there are no errors,compiled file as a Lua function and return.
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/// Otherwise send error message to error handler and return nil reference
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/// @param file file path of lua script
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/// @return reference of lua function
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LuaFunction loadfile(const char *file) {
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return LuaFunction::loadfile(state_, file);
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}
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/// @brief If there are no errors,compiled stream as a Lua function and
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/// return.
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/// Otherwise send error message to error handler and return nil reference
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/// @param stream stream of lua script
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/// @param chunkname chunkname of lua script
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/// @return reference of lua function
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LuaFunction loadstream(std::istream &stream, const char *chunkname = 0) {
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return LuaFunction::loadstream(state_, stream, chunkname);
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}
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/// @brief Loads and runs the given stream.
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/// @param stream stream of lua script
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/// @param chunkname chunkname of lua script
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/// @param env execute env table
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/// @return If there are no errors, returns true.Otherwise return false
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bool dostream(std::istream &stream, const char *chunkname = 0,
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const LuaTable &env = LuaTable()) {
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util::ScopedSavedStack save(state_);
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LuaStackRef f = LuaFunction::loadstreamtostack(state_, stream, chunkname);
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if (!f) { // load failed
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return false;
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}
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if (!env.isNilref()) {
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f.setFunctionEnv(env);
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}
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FunctionResults ret = f.call<FunctionResults>();
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return !ret.resultStatus();
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}
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/// @brief If there are no errors,compiled string as a Lua function and
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/// return.
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/// Otherwise send error message to error handler and return nil reference
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/// @param str lua code
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/// @return reference of lua function
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LuaFunction loadstring(const std::string &str) {
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return LuaFunction::loadstring(state_, str);
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}
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/// @brief If there are no errors,compiled string as a Lua function and
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/// return.
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/// Otherwise send error message to error handler and return nil reference
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/// @param str lua code
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/// @return reference of lua function
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LuaFunction loadstring(const char *str) {
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return LuaFunction::loadstring(state_, str);
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}
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/// @brief Loads and runs the given file.
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/// @param file file path of lua script
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/// @param env execute env table
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/// @return If there are no errors, returns true.Otherwise return false
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bool dofile(const std::string &file, const LuaTable &env = LuaTable()) {
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return dofile(file.c_str(), env);
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}
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/// @brief Loads and runs the given file.
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/// @param file file path of lua script
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/// @param env execute env table
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/// @return If there are no errors, returns true.Otherwise return false
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bool dofile(const char *file, const LuaTable &env = LuaTable()) {
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util::ScopedSavedStack save(state_);
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int status = luaL_loadfile(state_, file);
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if (status) {
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ErrorHandler::handle(status, state_);
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return false;
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}
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if (!env.isNilref()) { // register _ENV
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env.push();
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#if LUA_VERSION_NUM >= 502
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lua_setupvalue(state_, -2, 1);
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#else
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lua_setfenv(state_, -2);
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#endif
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}
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status = lua_pcall_wrap(state_, 0, LUA_MULTRET);
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if (status) {
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ErrorHandler::handle(status, state_);
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return false;
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}
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return true;
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}
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/// @brief Loads and runs the given string.
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/// @param str lua script cpde
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/// @param env execute env table
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/// @return If there are no errors, returns true.Otherwise return false
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bool dostring(const char *str, const LuaTable &env = LuaTable()) {
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util::ScopedSavedStack save(state_);
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int status = luaL_loadstring(state_, str);
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if (status) {
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ErrorHandler::handle(status, state_);
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return false;
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}
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if (!env.isNilref()) { // register _ENV
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env.push();
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#if LUA_VERSION_NUM >= 502
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lua_setupvalue(state_, -2, 1);
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#else
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lua_setfenv(state_, -2);
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#endif
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}
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status = lua_pcall_wrap(state_, 0, LUA_MULTRET);
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if (status) {
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ErrorHandler::handle(status, state_);
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return false;
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}
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return true;
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}
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/// @brief Loads and runs the given string.
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/// @param str lua script cpde
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/// @param env execute env table
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/// @return If there are no errors, returns true.Otherwise return false
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bool dostring(const std::string &str, const LuaTable &env = LuaTable()) {
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return dostring(str.c_str(), env);
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}
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/// @brief Loads and runs the given string.
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/// @param str lua script cpde
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/// @return If there are no errors, returns true.Otherwise return false
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bool operator()(const std::string &str) { return dostring(str); }
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/// @brief Loads and runs the given string.
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/// @param str lua script cpde
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/// @return If there are no errors, returns true.Otherwise return false
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bool operator()(const char *str) { return dostring(str); }
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/// @brief return element reference from global table
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/// @param str table key
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/// @return proxy class for reference to table.
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TableKeyReferenceProxy<std::string> operator[](const std::string &str) {
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int stack_top = lua_gettop(state_);
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util::push_args(state_, GlobalTable());
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int table_index = stack_top + 1;
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return TableKeyReferenceProxy<std::string>(state_, table_index, str,
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stack_top, NoTypeCheck());
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}
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/// @brief return element reference from global table
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/// @param str table key
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/// @return proxy class for reference to table.
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TableKeyReferenceProxy<const char *> operator[](const char *str) {
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int stack_top = lua_gettop(state_);
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util::push_args(state_, GlobalTable());
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int table_index = stack_top + 1;
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return TableKeyReferenceProxy<const char *>(state_, table_index, str,
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stack_top, NoTypeCheck());
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}
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/// @brief return global table
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/// @return global table.
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LuaTable globalTable() { return newRef(GlobalTable()); }
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/// @brief create new Lua reference from argument value
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/// @return Lua reference.
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template <typename T> LuaRef newRef(const T &value) {
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return LuaRef(state_, value);
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}
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#if KAGUYA_USE_CPP11
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/// @brief create new Lua reference from argument value
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/// @return Lua reference.
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template <typename T> LuaRef newRef(T &&value) {
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return LuaRef(state_, std::forward<T>(value));
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}
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#endif
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/// @brief create new Lua table
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/// @return Lua table reference.
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LuaTable newTable() { return LuaTable(state_); }
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/// @brief create new Lua table
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/// @param reserve_array reserved array count
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/// @param reserve_record reserved record count
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/// @return Lua table reference.
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LuaTable newTable(int reserve_array, int reserve_record) {
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return LuaTable(state_, NewTable(reserve_array, reserve_record));
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}
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/// @brief create new Lua thread
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/// @return Lua thread reference.
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LuaThread newThread() { return LuaThread(state_); }
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/// @brief create new Lua thread with lua function
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/// @param f function
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/// @return Lua thread reference.
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LuaThread newThread(const LuaFunction &f) {
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LuaThread cor(state_);
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cor.setFunction(f);
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return cor;
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}
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/// @brief argument value push to stack.
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/// @param value value
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template <typename T> void pushToStack(T value) {
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util::push_args(state_, value);
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}
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/// @brief pop from stack.
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/// @return reference to pop value.
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LuaRef popFromStack() { return LuaRef(state_, StackTop()); }
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/// @brief Garbage Collection of Lua
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struct GCType {
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GCType(lua_State *state) : state_(state) {}
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/// @brief Performs a full garbage-collection cycle.
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void collect() { lua_gc(state_, LUA_GCCOLLECT, 0); }
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/// @brief Performs an incremental step of garbage collection.
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/// @return If returns true,the step finished a collection cycle.
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bool step() { return lua_gc(state_, LUA_GCSTEP, 0) == 1; }
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/// @brief Performs an incremental step of garbage collection.
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/// @param size the collector will perform as if that amount of memory (in
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/// KBytes) had been allocated by Lua.
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bool step(int size) { return lua_gc(state_, LUA_GCSTEP, size) == 1; }
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/// @brief enable gc
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void restart() { enable(); }
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/// @brief disable gc
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void stop() { disable(); }
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/// @brief returns the total memory in use by Lua in Kbytes.
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int count() const { return lua_gc(state_, LUA_GCCOUNT, 0); }
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/// @brief sets arg as the new value for the pause of the collector. Returns
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/// the previous value for pause.
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int steppause(int value) { return lua_gc(state_, LUA_GCSETPAUSE, value); }
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/// @brief sets arg as the new value for the step multiplier of the
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/// collector. Returns the previous value for step.
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int setstepmul(int value) {
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return lua_gc(state_, LUA_GCSETSTEPMUL, value);
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}
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/// @brief enable gc
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void enable() { lua_gc(state_, LUA_GCRESTART, 0); }
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/// @brief disable gc
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void disable() { lua_gc(state_, LUA_GCSTOP, 0); }
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#if LUA_VERSION_NUM >= 502
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/// @brief returns a boolean that tells whether the collector is running
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bool isrunning() const { return isenabled(); }
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/// @brief returns a boolean that tells whether the collector is running
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bool isenabled() const { return lua_gc(state_, LUA_GCISRUNNING, 0) != 0; }
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#endif
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private:
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lua_State *state_;
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};
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// /@brief return Garbage collection interface.
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GCType gc() const { return GCType(state_); }
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/// @brief performs a full garbage-collection cycle.
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void garbageCollect() { gc().collect(); }
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/// @brief returns the current amount of memory (in Kbytes) in use by Lua.
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size_t useKBytes() const { return size_t(gc().count()); }
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/// @brief create Table and push to stack.
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/// using for Lua module
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/// @return return Lua Table Reference
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LuaTable newLib() {
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LuaTable newtable = newTable();
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newtable.push(state_);
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return newtable;
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}
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/// @brief return lua_State*.
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/// @return lua_State*
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lua_State *state() { return state_; };
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/// @brief check valid lua_State.
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bool isInvalid() const { return !state_; }
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};
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/// @}
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}
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