// LuaState.h // Declares the cLuaState class representing the wrapper over lua_State *, provides associated helper functions /* The contained lua_State can be either owned or attached. Owned lua_State is created by calling Create() and the cLuaState automatically closes the state Or, lua_State can be attached by calling Attach(), the cLuaState doesn't close such a state Attaching a state will automatically close an owned state. Calling a Lua function is done by pushing the function, either by PushFunction() or PushFunctionFromRegistry(), then pushing the arguments (PushString(), PushNumber(), PushUserData() etc.) and finally executing CallFunction(). cLuaState automatically keeps track of the number of arguments and the name of the function (for logging purposes), which makes the call less error-prone. */ #pragma once // fwd: lua.h struct lua_State; class cWorld; class cPlayer; class cEntity; class cItem; class cItems; class cClientHandle; class cPickup; class cLuaState { public: /** Creates a new instance. The LuaState is not initialized. a_SubsystemName is used for reporting problems in the console, it is "plugin %s" for plugins, or "LuaScript" for the cLuaScript template */ cLuaState(const AString & a_SubsystemName); /** Creates a new instance. The a_AttachState is attached. Subsystem name is set to "". */ explicit cLuaState(lua_State * a_AttachState); ~cLuaState(); /// Allows this object to be used in the same way as a lua_State *, for example in the LuaLib functions operator lua_State * (void) { return m_LuaState; } /// Creates the m_LuaState, if not closed already. This state will be automatically closed in the destructor void Create(void); /// Closes the m_LuaState, if not closed already void Close(void); /// Attaches the specified state. Operations will be carried out on this state, but it will not be closed in the destructor void Attach(lua_State * a_State); /// Detaches a previously attached state. void Detach(void); /// Returns true if the m_LuaState is valid bool IsValid(void) const { return (m_LuaState != NULL); } /** Loads the specified file Returns false and logs a warning to the console if not successful (but the LuaState is kept open). m_SubsystemName is displayed in the warning log message. */ bool LoadFile(const AString & a_FileName); /** Pushes the function of the specified name onto the stack. Returns true if successful. If a_ShouldLogFail is true, logs a warning on failure (incl. m_SubsystemName) */ bool PushFunction(const char * a_FunctionName, bool a_ShouldLogFailure = true); /** Pushes a function that has been saved into the global registry, identified by a_FnRef. Returns true if successful. Logs a warning on failure */ bool PushFunctionFromRegistry(int a_FnRef); /// Pushes a string vector, as a table, onto the stack void PushStringVector(const AStringVector & a_Vector); /// Pushes a usertype of the specified class type onto the stack void PushUserType(void * a_Object, const char * a_Type); /// Pushes an integer onto the stack void PushNumber(int a_Value); /// Pushes a double onto the stack void PushNumber(double a_Value); /// Pushes a string onto the stack void PushString(const char * a_Value); /// Pushes a bool onto the stack void PushBool(bool a_Value); // Special family of functions that do PushUserType internally, but require one less parameter void PushObject(cWorld * a_World); void PushObject(cPlayer * a_Player); void PushObject(cEntity * a_Entity); void PushObject(cItem * a_Item); void PushObject(cItems * a_Items); void PushObject(cClientHandle * a_ClientHandle); void PushObject(cPickup * a_Pickup); /** Calls the function that has been pushed onto the stack by PushFunction(), with arguments pushed by PushXXX(). Returns true if successful, logs a warning on failure. */ bool CallFunction(int a_NumReturnValues); /// If the status is nonzero, prints the text on the top of Lua stack and returns true bool ReportErrors(int status); /// If the status is nonzero, prints the text on the top of Lua stack and returns true static bool ReportErrors(lua_State * a_LuaState, int status); protected: lua_State * m_LuaState; /// If true, the state is owned by this object and will be auto-Closed. False => attached state bool m_IsOwned; /** The subsystem name is used for reporting errors to the console, it is either "plugin %s" or "LuaScript" whatever is given to the constructor */ AString m_SubsystemName; /// Name of the currently pushed function (for the Push / Call chain) AString m_CurrentFunctionName; /// Number of arguments currently pushed (for the Push / Call chain) int m_NumCurrentFunctionArgs; } ;