From af200dfaae63e61bf0bbd237582e3cbbe08baed6 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Wed, 16 Mar 2016 10:58:28 +0100 Subject: Changed cLuaWindow callbacks to use cLuaState::cCallback. --- src/Bindings/LuaWindow.cpp | 95 +++++++++++++++++++--------------------------- 1 file changed, 39 insertions(+), 56 deletions(-) (limited to 'src/Bindings/LuaWindow.cpp') diff --git a/src/Bindings/LuaWindow.cpp b/src/Bindings/LuaWindow.cpp index 706397a27..bf3f7cfde 100644 --- a/src/Bindings/LuaWindow.cpp +++ b/src/Bindings/LuaWindow.cpp @@ -15,14 +15,13 @@ //////////////////////////////////////////////////////////////////////////////// // cLuaWindow: -cLuaWindow::cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title) : - super(a_WindowType, a_Title), +cLuaWindow::cLuaWindow(cLuaState & a_LuaState, cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title) : + Super(a_WindowType, a_Title), m_Contents(a_SlotsX, a_SlotsY), - m_Plugin(nullptr), - m_LuaRef(LUA_REFNIL), - m_OnClosingFnRef(LUA_REFNIL), - m_OnSlotChangedFnRef(LUA_REFNIL) + m_LuaState(a_LuaState.QueryCanonLuaState()) { + ASSERT(m_LuaState != nullptr); // We must have a valid Lua state; this assert fails only if there was no Canon Lua state + m_Contents.AddListener(*this); m_SlotAreas.push_back(new cSlotAreaItemGrid(m_Contents, *this)); @@ -67,62 +66,42 @@ cLuaWindow::~cLuaWindow() -void cLuaWindow::SetLuaRef(cPluginLua * a_Plugin, int a_LuaRef) +void cLuaWindow::SetOnClosing(cLuaState::cCallbackPtr a_OnClosing) { - // Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object - ASSERT((m_Plugin == nullptr) || (m_Plugin == a_Plugin)); - ASSERT(m_LuaRef == LUA_REFNIL); - m_Plugin = a_Plugin; - m_LuaRef = a_LuaRef; -} - - - + // Only one Lua state can be a cLuaWindow object callback: + ASSERT(a_OnClosing->IsSameLuaState(*m_LuaState)); - -bool cLuaWindow::IsLuaReferenced(void) const -{ - return ((m_Plugin != nullptr) && (m_LuaRef != LUA_REFNIL)); + // Store the new reference, releasing the old one if appropriate: + m_OnClosing = a_OnClosing; } -void cLuaWindow::SetOnClosing(cPluginLua * a_Plugin, int a_FnRef) +void cLuaWindow::SetOnSlotChanged(cLuaState::cCallbackPtr a_OnSlotChanged) { - // Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object - ASSERT((m_Plugin == nullptr) || (m_Plugin == a_Plugin)); + // Only one Lua state can be a cLuaWindow object callback: + ASSERT(a_OnSlotChanged->IsSameLuaState(*m_LuaState)); - // If there already was a function, unreference it first - if (m_OnClosingFnRef != LUA_REFNIL) - { - m_Plugin->Unreference(m_OnClosingFnRef); - } - - // Store the new reference - m_Plugin = a_Plugin; - m_OnClosingFnRef = a_FnRef; + // Store the new reference, releasing the old one if appropriate: + m_OnSlotChanged = a_OnSlotChanged; } -void cLuaWindow::SetOnSlotChanged(cPluginLua * a_Plugin, int a_FnRef) +void cLuaWindow::OpenedByPlayer(cPlayer & a_Player) { - // Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object - ASSERT((m_Plugin == nullptr) || (m_Plugin == a_Plugin)); - - // If there already was a function, unreference it first - if (m_OnSlotChangedFnRef != LUA_REFNIL) + // If the first player is opening the window, create a Lua Reference to the window object so that Lua will not GC it until the last player closes the window: + if (m_PlayerCount == 0) { - m_Plugin->Unreference(m_OnSlotChangedFnRef); + m_LuaRef.CreateFromObject(*m_LuaState, this); } - // Store the new reference - m_Plugin = a_Plugin; - m_OnSlotChangedFnRef = a_FnRef; + ++m_PlayerCount; + Super::OpenedByPlayer(a_Player); } @@ -132,17 +111,27 @@ void cLuaWindow::SetOnSlotChanged(cPluginLua * a_Plugin, int a_FnRef) bool cLuaWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) { // First notify the plugin through the registered callback: - if (m_OnClosingFnRef != LUA_REFNIL) + if (m_OnClosing != nullptr) { - ASSERT(m_Plugin != nullptr); - if (m_Plugin->CallbackWindowClosing(m_OnClosingFnRef, *this, a_Player, a_CanRefuse)) + bool res; + if ( + m_OnClosing->Call(this, &a_Player, a_CanRefuse, cLuaState::Return, res) && // The callback succeeded + res // The callback says not to close the window + ) { // The callback disagrees (the higher levels check the CanRefuse flag compliance) return false; } } - return super::ClosedByPlayer(a_Player, a_CanRefuse); + // If the last player has closed the window, release the Lua reference, so that Lua may GC the object: + --m_PlayerCount; + if (m_PlayerCount == 0) + { + m_LuaRef.UnRef(); + } + + return Super::ClosedByPlayer(a_Player, a_CanRefuse); } @@ -151,13 +140,7 @@ bool cLuaWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) void cLuaWindow::Destroy(void) { - super::Destroy(); - - if ((m_LuaRef != LUA_REFNIL) && (m_Plugin != nullptr)) - { - // The object is referenced by Lua, un-reference it - m_Plugin->Unreference(m_LuaRef); - } + Super::Destroy(); // Lua will take care of this object, it will garbage-collect it, so we must not delete it! m_IsDestroyed = false; @@ -178,7 +161,7 @@ void cLuaWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Pl } } - super::DistributeStackToAreas(a_ItemStack, a_Player, Areas, a_ShouldApply, false); + Super::DistributeStackToAreas(a_ItemStack, a_Player, Areas, a_ShouldApply, false); } @@ -194,9 +177,9 @@ void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) } // If an OnSlotChanged callback has been registered, call it: - if (m_OnSlotChangedFnRef != LUA_REFNIL) + if (m_OnSlotChanged != nullptr) { - m_Plugin->CallbackWindowSlotChanged(m_OnSlotChangedFnRef, *this, a_SlotNum); + m_OnSlotChanged->Call(this, a_SlotNum); } } -- cgit v1.2.3