-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
#ifndef _MOOF_SCRIPT_HH_
#define _MOOF_SCRIPT_HH_
/**
* @file Script.hh
- * A thin wrapper over Lua. This is not meant as a complicated binding package
- * between C++ and Lua. It does not try to make the boundary invisible. It
- * does not hide the concept of the Lua stack, but rather provides that
- * mechanism with a certain level of abstraction while also providing a cleaner,
- * more consistent API.
+ * A thin wrapper over Lua. This is not meant as a complicated binding
+ * package between C++ and Lua. It does not try to make the boundary
+ * invisible. It does not hide the concept of the Lua stack, but rather
+ * provides that mechanism with a certain level of abstraction while also
+ * providing a cleaner, more consistent API.
*/
+#include <iostream>
#include <list>
#include <map>
#include <string>
#include <boost/bind.hpp>
#include <boost/function.hpp>
#include <boost/shared_ptr.hpp>
-
#include <lua.hpp>
-#include <Moof/Exception.hh>
#include <Moof/Log.hh>
typedef boost::shared_ptr<Script> ScriptP;
-struct Script
+class Script
{
+public:
+
typedef boost::function<int(Script&)> Function;
- enum TYPE
+ enum Type
{
NONE = LUA_TNONE,
NIL = LUA_TNIL,
THREAD = LUA_TTHREAD
};
- enum STATUS
+ enum Result
{
SUCCESS = 0,
YIELD = LUA_YIELD,
FILE_ERROR = LUA_ERRFILE
};
- enum PSEUDO_INDEX
+ enum PseudoIndex
{
REGISTRY = LUA_REGISTRYINDEX,
ENVIRONMENT = LUA_ENVIRONINDEX,
};
/**
- * This is the most noticeable abstraction on top of the standard Lua API.
- * A Value object represents a value on the stack. More specifically, it
- * represents a position on the stack. The distinction is only important
- * when values are moved around on the stack or if the Value represents a
- * negative index on the stack (the value of which will change as things are
- * pushed onto and popped from the stack).
+ * This is the most prominent abstraction on top of the standard Lua
+ * API. A Slot object represents a value on the stack. More
+ * specifically, it represents a position on the stack. The
+ * distinction is only important when objects are moved around on the
+ * stack or if the Slot represents a negative index on the stack (the
+ * value of which will change as things are pushed onto and popped from
+ * the stack).
*/
- struct Value
+ struct Slot
{
/**
- * You have direct access to the index of the value on the stack being
- * represented.
+ * You have direct access to the index of the value on the stack
+ * being represented.
*/
int index;
/**
- * A default-constructed Value is invalid until a valid Value is
+ * A default-constructed Slot is invalid until a valid Slot is
* assigned to it. The only method that should be called on such a
- * Value is isValid(), otherwise chaos may ensue. In this case, the
- * Value will be invalid even if index is manually changed to a valid
- * index. You have to index the script itself to get a valid Value.
+ * Slot is isValid(), otherwise chaos may ensue. In this case, the
+ * Slot will be invalid even if index is manually changed to a
+ * valid index. You have to index the script itself to get a valid
+ * Slot.
*/
- Value(lua_State* s = 0, int i = 0) :
+ Slot(lua_State* s = 0, int i = 0) :
index(i),
- state(s) {}
+ mState(s) {}
/**
- * A copied value presently points to the same value, except the real
- * index is used. That means that if a value that refers to a frame
- * referenced from the top of the stack will have its normalized index
- * copied into the new value object.
+ * A copied value presently points to the same value, except the
+ * real index is used. That means that if a value that refers to a
+ * frame referenced from the top of the stack will have its
+ * normalized index copied into the new value object.
*/
- Value(const Value& copy) :
+ Slot(const Slot& copy) :
index(copy.getRealIndex()),
- state(copy.state) {}
+ mState(copy.mState) {}
// check the type of the value
- bool isBoolean() const { return (bool)lua_isboolean(state, index); }
- bool isFunction() const { return (bool)lua_isfunction(state, index); }
- bool isNil() const { return (bool)lua_isnil(state, index); }
- bool isNone() const { return (bool)lua_isnone(state, index); }
- bool isValid() const { return state != 0 && !isNone(); }
- bool isNoneOrNil() const { return (bool)lua_isnoneornil(state, index); }
- bool isNumber() const { return (bool)lua_isnumber(state, index); }
- bool isString() const { return (bool)lua_isstring(state, index); }
- bool isTable() const { return (bool)lua_istable(state, index); }
- bool isThread() const { return (bool)lua_isthread(state, index); }
- bool isData() const { return (bool)lua_isuserdata(state, index); }
- bool isLightData() const { return (bool)lua_islightuserdata(state, index); }
+ bool isBoolean() const
+ { return (bool)lua_isboolean(mState, index); }
+ bool isFunction() const
+ { return (bool)lua_isfunction(mState, index); }
+ bool isNil() const
+ { return (bool)lua_isnil(mState, index); }
+ bool isNone() const
+ { return (bool)lua_isnone(mState, index); }
+ bool isValid() const
+ { return mState != 0 && !isNone(); }
+ bool isNoneOrNil() const
+ { return (bool)lua_isnoneornil(mState, index); }
+ bool isNumber() const
+ { return (bool)lua_isnumber(mState, index); }
+ bool isString() const
+ { return (bool)lua_isstring(mState, index); }
+ bool isTable() const
+ { return (bool)lua_istable(mState, index); }
+ bool isThread() const
+ { return (bool)lua_isthread(mState, index); }
+ bool isData() const
+ { return (bool)lua_isuserdata(mState, index); }
+ bool isLightData() const
+ { return (bool)lua_islightuserdata(mState, index); }
/**
- * Check the value and throw and error if its the wrong type. This
- * method never returns because it does a long jump. Consequently,
- * constructed C++ objects which exist on the stack between the current
- * frame and some lua function will not be destructed. That's not a
- * problem for objects that only exist on the stack, but any objects
- * that allocate memory on the heap (such as containers or strings) will
- * leak. Therefore, you should only call this method after cleaning up
- * such objects.
+ * Check the value and throw an error if its the wrong type.
+ * There's a little caveat: This method never returns because it
+ * does a long jump. Consequently, constructed C++ objects which
+ * exist on the stack between the current frame and some lua
+ * function will not be destructed. That's not a problem for
+ * objects that only exist on the stack, but any objects that
+ * allocate memory on the heap (such as containers or strings) will
+ * leak. Therefore, you should only call this method after
+ * cleaning up such objects. The best thing to do for defining
+ * functions is to simply check all the parameters at the get-go
+ * before any C++ objects are even constructed.
*/
- void requireType(TYPE type) const
+ void requireType(Type type) const
{
if (type != getType())
{
- luaL_typerror(state, index, lua_typename(state, type));
+ luaL_typerror(mState, index, lua_typename(mState, type));
}
}
void throwError(const char* error)
{
- luaL_argerror(state, index, error);
+ luaL_argerror(mState, index, error);
}
- Value& requireBoolean()
+ Slot& requireBoolean()
{
- if (!isBoolean()) luaL_typerror(state, index, "boolean");
+ if (!isBoolean()) luaL_typerror(mState, index, "boolean");
return *this;
}
- Value& requireNumber()
+ Slot& requireNumber()
{
- if (!isNumber()) luaL_typerror(state, index, "number");
+ if (!isNumber()) luaL_typerror(mState, index, "number");
return *this;
}
- Value& requireString()
+ Slot& requireString()
{
- if (!isString()) luaL_typerror(state, index, "string");
+ if (!isString()) luaL_typerror(mState, index, "string");
return *this;
}
- Value& requireTable()
+ Slot& requireTable()
{
- if (!isTable()) luaL_typerror(state, index, "table");
+ if (!isTable()) luaL_typerror(mState, index, "table");
return *this;
}
- Value& requireFunction()
+ Slot& requireFunction()
{
- if (!isFunction()) luaL_typerror(state, index, "function");
+ if (!isFunction()) luaL_typerror(mState, index, "function");
return *this;
}
- Value& requireData()
+ Slot& requireData()
{
- if (!isData()) luaL_typerror(state, index, "data");
+ if (!isData()) luaL_typerror(mState, index, "data");
return *this;
}
- Value& requireNil()
+ Slot& requireNil()
{
- if (!isNil()) luaL_typerror(state, index, "nil");
+ if (!isNil()) luaL_typerror(mState, index, "nil");
return *this;
}
- Value& requireThread()
+ Slot& requireThread()
{
- if (!isThread()) luaL_typerror(state, index, "thread");
+ if (!isThread()) luaL_typerror(mState, index, "thread");
return *this;
}
* Get the type of the value.
*/
- TYPE getType() const
+ Type getType() const
{
- return (TYPE)lua_type(state, index);
+ return (Type)lua_type(mState, index);
}
/**
std::string getTypeName() const
{
- return std::string(luaL_typename(state, index));
+ return std::string(luaL_typename(mState, index));
}
/**
- * Get the length of the value according to the definition given by Lua.
+ * Get the length of the value according to the definition given by
+ * Lua.
*/
size_t getLength() const
{
- return lua_objlen(state, index);
+ return lua_objlen(mState, index);
}
int getRealIndex() const
{
- if (index < 0) return lua_gettop(state) + 1 + index;
+ if (index < 0) return lua_gettop(mState) + 1 + index;
else return index;
}
/**
- * Get a pointer value (for userdata, tables, threads, and functions).
+ * Get a pointer value (for userdata, tables, threads, and
+ * functions).
*/
const void* getIdentifier() const
{
- return lua_topointer(state, index);
+ return lua_topointer(mState, index);
}
- bool operator == (const Value& rhs) const
+ bool operator == (const Slot& rhs) const
{
- return (bool)lua_equal(state, index, rhs.index);
+ return (bool)lua_equal(mState, index, rhs.index);
}
- bool operator != (const Value& rhs) const
+ bool operator != (const Slot& rhs) const
{
return !(*this == rhs);
}
- bool operator < (const Value& rhs) const
+ bool operator < (const Slot& rhs) const
{
- return (bool)lua_lessthan(state, index, rhs.index);
+ return (bool)lua_lessthan(mState, index, rhs.index);
}
- bool operator <= (const Value& rhs) const
+ bool operator <= (const Slot& rhs) const
{
return *this < rhs || *this == rhs;
}
- bool operator > (const Value& rhs) const
+ bool operator > (const Slot& rhs) const
{
return !(*this <= rhs);
}
- bool operator >= (const Value& rhs) const
+ bool operator >= (const Slot& rhs) const
{
return !(*this < rhs);
}
operator bool () const
{
- return (bool)lua_toboolean(state, index);
+ return (bool)lua_toboolean(mState, index);
}
- Value& operator = (const Value& rhs)
+ Slot& operator = (const Slot& rhs)
{
rhs.pushCopy();
replaceWithTop();
{
if (isNumber())
{
- value = (T)lua_tointeger(state, index);
+ value = (T)lua_tointeger(mState, index);
return true;
}
return false;
{
if (isNumber())
{
- value = (float)lua_tonumber(state, index);
+ value = (float)lua_tonumber(mState, index);
return true;
}
return false;
{
if (isNumber())
{
- value = (double)lua_tonumber(state, index);
+ value = (double)lua_tonumber(mState, index);
return true;
}
return false;
{
if (isBoolean())
{
- value = (bool)lua_toboolean(state, index);
+ value = (bool)lua_toboolean(mState, index);
return true;
}
return false;
if (isString())
{
size_t size;
- const char* str = lua_tolstring(state, index, &size);
+ const char* str = lua_tolstring(mState, index, &size);
value.assign(str, size);
return true;
}
array.clear();
- Value value(state, -1);
+ Slot value(mState, -1);
int realIndex = getRealIndex();
bool done = false;
for (int i = 1; !done; ++i)
{
- lua_rawgeti(state, realIndex, i);
+ lua_rawgeti(mState, realIndex, i);
T v;
if (value.get(v)) array.push_back(v);
else done = true;
- lua_pop(state, 1);
+ lua_pop(mState, 1);
}
return true;
dictionary.clear();
- Value key(state, -2);
- Value value(state, -1);
+ Slot key(mState, -2);
+ Slot value(mState, -1);
int realIndex = getRealIndex();
- lua_pushnil(state);
- while (lua_next(state, realIndex) != 0)
+ lua_pushnil(mState);
+ while (lua_next(mState, realIndex) != 0)
{
std::string k;
if (!key.isNumber() && key.get(k))
T v;
if (value.get(v)) dictionary[k] = v;
}
- lua_pop(state, 1);
+ lua_pop(mState, 1);
}
- lua_pop(state, 1);
+ lua_pop(mState, 1);
return true;
}
-
/**
* Copy the value and push the copy to the stack.
*/
void pushCopy() const
{
- lua_pushvalue(state, index);
+ lua_pushvalue(mState, index);
}
/**
void replaceWithTop()
{
- lua_replace(state, index);
+ lua_replace(mState, index);
}
void remove()
{
- lua_remove(state, index);
+ lua_remove(mState, index);
}
/**
- * Inserts the top-most value on the stack at position index, shifting other
- * values as needed.
+ * Inserts the top-most value on the stack at position index,
+ * shifting other values as needed.
*/
void insertTopHere()
{
- lua_insert(state, index);
+ lua_insert(mState, index);
}
void pushMetatable() const
{
- lua_getmetatable(state, index);
+ lua_getmetatable(mState, index);
}
void pushField() const
{
- lua_gettable(state, index);
+ lua_gettable(mState, index);
}
void pushField(const std::string& name) const
{
- lua_getfield(state, index, name.c_str());
+ lua_getfield(mState, index, name.c_str());
+ }
+
+ void pushField(size_t index) const
+ {
+ lua_pushinteger(mState, lua_Integer(index));
+ pushField();
}
private:
- lua_State* state;
+ lua_State* mState;
};
Script() :
- mState(luaL_newstate())
+ mState(0)
{
- lua_pushlightuserdata(mState, this);
- lua_setfield(mState, LUA_REGISTRYINDEX, "_script_obj");
+ reset();
}
~Script()
{
- if (mIsMainThread) lua_close(mState);
+ destroy();
}
return ScriptP(new Script);
}
+ void reset()
+ {
+ if (mState) destroy();
+ mState = luaL_newstate();
+ lua_pushlightuserdata(mState, this);
+ lua_setfield(mState, LUA_REGISTRYINDEX, "Script_hh_Object");
+ }
+
void importStandardLibraries()
{
luaL_openlibs(mState);
}
+ void importBaseLibrary()
+ {
+ lua_pushcfunction(mState, luaopen_base);
+ push(LUA_COLIBNAME);
+ call(1, 0);
+ }
+
+ void importPackageLibrary()
+ {
+ lua_pushcfunction(mState, luaopen_package);
+ push(LUA_LOADLIBNAME);
+ call(1, 0);
+ }
+
+ void importStringLibrary()
+ {
+ lua_pushcfunction(mState, luaopen_string);
+ push(LUA_STRLIBNAME);
+ call(1, 0);
+ }
+
+ void importTableLibrary()
+ {
+ lua_pushcfunction(mState, luaopen_table);
+ push(LUA_TABLIBNAME);
+ call(1, 0);
+ }
+
+ void importMathLibrary()
+ {
+ lua_pushcfunction(mState, luaopen_math);
+ push(LUA_MATHLIBNAME);
+ call(1, 0);
+ }
+
+ void importIoLibrary()
+ {
+ lua_pushcfunction(mState, luaopen_io);
+ push(LUA_IOLIBNAME);
+ call(1, 0);
+ }
+
+ void importOsLibrary()
+ {
+ lua_pushcfunction(mState, luaopen_os);
+ push(LUA_OSLIBNAME);
+ call(1, 0);
+ }
+
+ void importDebugLibrary()
+ {
+ lua_pushcfunction(mState, luaopen_debug);
+ push(LUA_DBLIBNAME);
+ call(1, 0);
+ }
+
+
void importFunction(const std::string& name, const Function& function)
{
push(function);
}
- STATUS doString(const std::string& commands)
+ Result doString(const std::string& commands)
{
- return (STATUS)luaL_dostring(mState, commands.c_str());
+ return (Result)luaL_dostring(mState, commands.c_str());
}
- STATUS doFile(const std::string& file)
+ Result doFile(const std::string& file)
{
- return (STATUS)luaL_dofile(mState, file.c_str());
+ return (Result)luaL_dofile(mState, file.c_str());
}
lua_pushthread(mState);
}
- STATUS resume(int nargs)
+ Result resume(int nargs)
{
- return (STATUS)lua_resume(mState, nargs);
+ return (Result)lua_resume(mState, nargs);
}
- STATUS getStatus() const
+ Result getStatus() const
{
- return (STATUS)lua_status(mState);
+ return (Result)lua_status(mState);
}
int yield(int results)
/**
- * Throw an error with the value at the top of the stack. This method never
- * returns because it does a long jump. Consequently, constructed C++
- * objects which exist on the stack between the current frame and some lua
- * function will not be destructed. That's not a problem for objects that
- * only exist on the stack, but any objects that allocate memory on the heap
- * (such as containers or strings) will leak. Therefore, you should only
- * call this method after cleaning up such objects.
+ * Throw an error with the value at the top of the stack. This method
+ * never returns because it does a long jump. Consequently,
+ * constructed C++ objects which exist on the stack between the
+ * current frame and some lua function will not be destructed. That's
+ * not a problem for objects that only exist on the stack, but any
+ * objects that allocate memory on the heap (such as containers or
+ * strings) will leak. Therefore, you should only call this method
+ * after cleaning up such objects.
*/
void throwError()
* Get significant values.
*/
- Value getGlobalTable() const
+ Slot getGlobalTable() const
{
- return Value(mState, GLOBALS);
+ return Slot(mState, GLOBALS);
}
- Value getRegistryTable() const
+ Slot getRegistryTable() const
{
- return Value(mState, REGISTRY);
+ return Slot(mState, REGISTRY);
}
- Value getEnvironmentTable() const
+ Slot getEnvironmentTable() const
{
- return Value(mState, ENVIRONMENT);
+ return Slot(mState, ENVIRONMENT);
}
- Value getTop() const
+ Slot getTop() const
{
- return Value(mState, lua_gettop(mState));
+ return Slot(mState, lua_gettop(mState));
}
/**
- * Get the size of the stack; this is also the index of the top-most value.
+ * Get the size of the stack; this is also the index of the top-most
+ * value.
*/
int getSize() const
/**
- * Makes sure there is at least extra more places on the stack. Returns
- * false if space couldn't be created. Just like with the regular Lua API,
- * you are responsible to make sure the stack is big enough to hold whatever
- * you want to push on it. This is usually only an issue if you're pushing
- * stuff in a loop.
+ * Makes sure there is at least extra more places on the stack.
+ * Returns false if space couldn't be created. Just like with the
+ * regular Lua API, you are responsible to make sure the stack is big
+ * enough to hold whatever you want to push on it. This is usually
+ * only an issue if you're pushing stuff in a loop.
*/
bool checkStack(int extra)
/**
- * Concatenates the top-most n values on the stack.
+ * Concatenates the top-most n slots on the stack.
*/
- void concat(int n)
+ void concat(int n = 2)
{
lua_concat(mState, n);
}
lua_xmove(thread.mState, mState, n);
}
- STATUS pushCode(const std::string& filename)
+ Result pushCode(const std::string& filename)
{
- return (STATUS)luaL_loadfile(mState, filename.c_str());
+ return (Result)luaL_loadfile(mState, filename.c_str());
}
- STATUS pushCode(const std::string& name, const char* buffer, size_t size)
+ Result pushCode(const std::string& name, const char* buffer,
+ size_t size)
{
- return (STATUS)luaL_loadbuffer(mState, buffer, size, name.c_str());
+ return (Result)luaL_loadbuffer(mState, buffer, size, name.c_str());
}
void* pushNewData(size_t size)
/**
* Call a function on the stack. The correct procedure is to push a
- * function onto the stack followed by nargs arguments. This method will
- * pop them off upon return, leaving up to nresults return values (default
- * is any number of return values, depending on the callee).
+ * function onto the stack followed by nargs arguments. This method
+ * will pop them off upon return, leaving up to nresults return values
+ * (default is any number of return values, depending on the callee).
*/
- STATUS call(int nargs, int nresults = LUA_MULTRET)
+ Result call(int nargs = 0, int nresults = LUA_MULTRET)
{
- return (STATUS)lua_pcall(mState, nargs, nresults, 0);
+ return (Result)lua_pcall(mState, nargs, nresults, 0);
}
/**
- * Index into the stack to get a Value.
+ * Index into the stack to get a Slot.
*/
- Value operator [] (int index) const
+ Slot operator [] (int index) const
{
- return Value(mState, index);
+ return Slot(mState, index);
}
* Getting and setting fields of a table.
*/
- void get(const std::string& field, int index = GLOBALS) const
+ void pushField(const std::string& field, int index = GLOBALS) const
{
lua_getfield(mState, index, field.c_str());
}
}
-
- struct Exception : public Mf::Exception
- {
- explicit Exception(unsigned error) :
- Mf::Exception(error) {}
-
- void raise()
- {
- throw *this;
- }
- };
-
-
private:
Script(lua_State* state) :
const Function* function = (const Function*)lua_touserdata(state,
lua_upvalueindex(1));
- lua_getfield(state, LUA_REGISTRYINDEX, "_script_obj");
+ lua_getfield(state, LUA_REGISTRYINDEX, "Script_hh_Object");
Script* script = (Script*)lua_touserdata(state, -1);
lua_pop(state, 1);
return (*function)(*script);
}
+ void destroy()
+ {
+ if (mIsMainThread) lua_close(mState);
+ }
+
lua_State* mState;
bool mIsMainThread;
std::list<Function> mFunctions;
};
+inline std::ostream& operator << (std::ostream& stream,
+ const Script::Slot& slot)
+{
+ if (slot.isString())
+ {
+ std::string str;
+ slot.get(str);
+ stream << str;
+ }
+ else if (slot.isBoolean())
+ {
+ if (slot) stream << "true";
+ else stream << "false";
+ }
+ else if (slot.isNil())
+ {
+ stream << "nil";
+ }
+ else
+ {
+ stream << slot.getTypeName() << " (" << slot.getIdentifier() << ")";
+ }
+
+ return stream;
+}
+
+
} // namespace Mf
#endif // _MOOF_SCRIPT_HH_
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-