From 5a9d4f89c2212c83f05f910b6f2a176f21048ba6 Mon Sep 17 00:00:00 2001 From: FakeTruth Date: Mon, 29 Jul 2013 02:37:59 +0200 Subject: WebAdmin templates can use Lua New WebAdmin templates can use Lua to completely compose the pages themselves. This should allow infinite WebAdmin design possibilities. --- source/LuaScript.cpp | 262 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 262 insertions(+) create mode 100644 source/LuaScript.cpp (limited to 'source/LuaScript.cpp') diff --git a/source/LuaScript.cpp b/source/LuaScript.cpp new file mode 100644 index 000000000..b55ff3520 --- /dev/null +++ b/source/LuaScript.cpp @@ -0,0 +1,262 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "LuaScript.h" + +extern "C" +{ +#include "lualib.h" +} + +#include "tolua++.h" +#include "Bindings.h" +#include "ManualBindings.h" + +// fwd: SQLite/lsqlite3.c +extern "C" +{ + LUALIB_API int luaopen_lsqlite3(lua_State * L); +} + +// fwd: LuaExpat/lxplib.c: +extern "C" +{ + int luaopen_lxp(lua_State * L); +} + + + + + +cLuaScript::cLuaScript() + : m_LuaState(NULL) +{ + +} + + + + + +cLuaScript::~cLuaScript() +{ + if( m_LuaState ) + { + lua_close( m_LuaState ); + m_LuaState = 0; + } +} + + + + + +void cLuaScript::Initialize() +{ + // Check to see if this script has not been initialized before + ASSERT(!m_LuaState); + + // Create a Lua state and bind all libraries to it + m_LuaState = lua_open(); + luaL_openlibs(m_LuaState); + tolua_AllToLua_open(m_LuaState); + ManualBindings::Bind(m_LuaState); + luaopen_lsqlite3(m_LuaState); + luaopen_lxp(m_LuaState); +} + + + + + +bool cLuaScript::LoadFile( const char* a_FilePath ) +{ + // Make sure the plugin is initialized + ASSERT(m_LuaState); + + // Load the file into the Lua state + int s = luaL_loadfile(m_LuaState, a_FilePath ); + if (ReportErrors(s)) + { + return false; + } + return true; +} + + + + + +bool cLuaScript::Execute() +{ + // Make sure we got a Lua state + ASSERT(m_LuaState); + + // Execute the script as it is right now + int s = lua_pcall(m_LuaState, 0, LUA_MULTRET, 0); + if( ReportErrors( s ) ) + { + return false; + } + return true; +} + + + + + +bool cLuaScript::ReportErrors( int a_Status ) +{ + if (a_Status == 0) + { + // No error to report + return false; + } + + // Status was set to error so get the error from the Lua state and log it + LOGERROR("LUA: %s", lua_tostring(m_LuaState, -1)); + lua_pop(m_LuaState, 1); + + // Return true to indicate that an error was returned + return true; +} + + + + + +bool cLuaScript::LuaPushFunction( const char * a_FunctionName, bool a_bLogError /*= true*/ ) +{ + ASSERT(m_LuaState); + + // Find and push the function on the Lua stack + lua_getglobal(m_LuaState, a_FunctionName); + + // Make sure we found a function + if (!lua_isfunction(m_LuaState, -1)) + { + if (a_bLogError) + { + LOGWARN("LUA: Could not find function %s()", a_FunctionName); + } + + // Pop the pushed 'object' back + lua_pop(m_LuaState, 1); + return false; + } + + // Successfully pushed a function to the Lua stack + return true; +} + + + + + +bool cLuaScript::LuaCallFunction( int a_NumArgs, int a_NumResults, const char * a_FunctionName ) +{ + ASSERT(m_LuaState); + + // Make sure there's a lua function on the stack + ASSERT(lua_isfunction(m_LuaState, -a_NumArgs - 1)); + + // Call the desired function + int s = lua_pcall(m_LuaState, a_NumArgs, a_NumResults, 0); + + // Check for errors + if (ReportErrors(s)) + { + LOGWARN("LUA: Error calling function %s()", a_FunctionName); + return false; + } + + // Successfully executed function + return true; +} + + + + + +bool cLuaScript::CallFunction( const char* a_Function, AString& ReturnedString ) +{ + // Make sure we have the required things to call a function + ASSERT(m_LuaState); + ASSERT(a_Function); + + // Push the desired function on the stack + if (!LuaPushFunction(a_Function)) + return false; + + if (!LuaCallFunction(0, 1, a_Function)) + return false; + + if (lua_isstring(m_LuaState, -1)) + { + ReturnedString = tolua_tostring(m_LuaState, -1, ""); + } + lua_pop(m_LuaState, 1); + return true; +} + + + + + +bool cLuaScript::CallFunction( const char* a_Function, const sLuaUsertype& a_UserType, AString& ReturnedString ) +{ + // Make sure we have the required things to call a function + ASSERT(m_LuaState); + ASSERT(a_Function); + + // Push the desired function on the stack + if (!LuaPushFunction(a_Function)) + return false; + + tolua_pushusertype(m_LuaState, a_UserType.Object, a_UserType.ClassName); + + if (!LuaCallFunction(1, 1, a_Function)) + return false; + + if (lua_isstring(m_LuaState, -1)) + { + ReturnedString = tolua_tostring(m_LuaState, -1, ""); + } + lua_pop(m_LuaState, 1); + return true; +} + + + + + +bool cLuaScript::CallFunction( const char* a_Function, const sLuaUsertype& a_UserType1, const sLuaUsertype& a_UserType2, AString& ReturnedString ) +{ + // Make sure we have the required things to call a function + ASSERT(m_LuaState); + ASSERT(a_Function); + + // Push the desired function on the stack + if (!LuaPushFunction(a_Function)) + return false; + + tolua_pushusertype(m_LuaState, a_UserType1.Object, a_UserType1.ClassName); + tolua_pushusertype(m_LuaState, a_UserType2.Object, a_UserType2.ClassName); + + if (!LuaCallFunction(2, 1, a_Function)) + return false; + + if (lua_isstring(m_LuaState, -1)) + { + ReturnedString = tolua_tostring(m_LuaState, -1, ""); + } + lua_pop(m_LuaState, 1); + return true; +} + + + + + + + -- cgit v1.2.3