khanat-code-old/code/ryzom/client/src/interface_v3/lua_object.h
2010-05-06 02:08:41 +02:00

301 lines
11 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef RZ_LUA_OBJECT
#define RZ_LUA_OBJECT
#include "nel/misc/smart_ptr.h"
#include "nel/misc/rgba.h"
//
#include "lua_helper.h"
class CLuaEnumeration;
/**
* Wrapper to a lua value
*
* Useful to navigate through lua tables without having to deal with the stack.
*
* The following types are tracked by reference :
* - lua table
* - lua user data
* - lua functions
*
* The following types are kept by value :
*
* - lua numbers
* - lua strings ?
* - lua boolean
* - lua light user datas
* - lua 'pointers'
*
* Each reference object has an id giving its path in order to track bugs more easily
*/
class CLuaObject
{
public:
CLuaObject() {}
~CLuaObject();
// Build this object by popping it from the given lua state
CLuaObject(CLuaState &state, const char *id ="");
CLuaObject(CLuaState &state, const std::string &id);
// Build this object from another object
CLuaObject(const CLuaObject &other);
// Copy refrence to another lua object
CLuaObject &operator=(const CLuaObject &other);
// Get id for that object
const std::string &getId() const { return _Id; }
// Set id for that object
void setId(const std::string &id) { _Id = id; }
// See if the obj
bool isValid() const;
// Pop a new value for this lua object from the top of the stack. The stack must not be empty
void pop(CLuaState &luaState, const char *id ="");
// Push the object that is being referenced on the stack
// An assertion is raised if 'pop' hasn't been called or
// if the lua state has been destroyed
void push() const;
// Get the lua state in which the object resides.
CLuaState *getLuaState() const;
// Release the object. 'pop' must be called to make the object valid again
void release();
// type queries
int type() const;
const char *getTypename() const;
bool isNil() const;
bool isNumber() const;
bool isBoolean() const;
bool isString() const;
bool isFunction() const;
bool isCFunction() const;
bool isTable() const;
bool isUserData() const;
bool isLightUserData() const;
bool isRGBA() const;
// equality
bool rawEqual(const CLuaObject &other) const;
// conversions (no throw) : the actual value of object is not modified!!
NLMISC::CRGBA toRGBA() const; // default to black if not a crgba
bool toBoolean() const;
lua_Number toNumber() const;
std::string toString() const;
lua_CFunction toCFunction() const;
void *toUserData() const;
const void *toPointer() const;
// implicit conversions (no throw)
operator bool() const;
operator float() const;
operator double() const;
operator std::string() const;
/** create a sub table for this object, with a string as a key
* This object must be a table or an exception if thrown
*/
CLuaObject newTable(const char *tableName) throw(ELuaNotATable);
/** Set a value in a table.
* If this object is not a table then an exception is thrown
* NB : value should came from the same lua environment
* \TODO other type of keys
*/
void setValue(const char *key, const CLuaObject &value) throw(ELuaNotATable);
void setValue(const std::string &key, const CLuaObject &value) throw(ELuaNotATable) { setValue(key.c_str(), value); }
void setValue(const char *key, const std::string &value) throw(ELuaNotATable);
void setValue(const char *key, const char *value) throw(ELuaNotATable);
void setValue(const char *key, bool value) throw(ELuaNotATable);
void setValue(const char *key, TLuaWrappedFunction value) throw(ELuaNotATable);
void setValue(const char *key, double value) throw(ELuaNotATable);
void setValue(const std::string &key, const std::string &value) throw(ELuaNotATable) { setValue(key.c_str(), value); }
void setNil(const char *key) throw(ELuaNotATable);
void setNil(const std::string &key) throw(ELuaNotATable) { setNil(key.c_str()); }
/** Erase a value in a table by its key.
* If this object is not a table then an exception is thrown.
* \TODO other type of keys
*/
void eraseValue(const char *key) throw(ELuaNotATable);
void eraseValue(const std::string &key) throw(ELuaNotATable) { eraseValue(key.c_str()); }
// test is this object is enumerable
bool isEnumerable() const;
// Enumeration of a table. If the object is not a table, an exception is thrown.
CLuaEnumeration enumerate() throw(ELuaNotATable);
// retrieve metatable of an object (or nil if object has no metatable)
CLuaObject getMetaTable() const;
// set metatable for this object
bool setMetaTable(CLuaObject &metatable);
/** Access to a sub element of a table (no throw).
* if the element is not a table, then 'nil' is returned
* TODO nico : add other key types if needed
* TODO nico : version that takes destination object as a reference in its parameter to avoid an object copy
*/
CLuaObject operator[](double key) const;
CLuaObject operator[](const char *key) const;
CLuaObject operator[](const std::string &key) const { return operator[](key.c_str()); }
/** Checked access to a sub element of a table. An exception is thrown is the element is not a table.
*/
CLuaObject at(const char *key) const throw (ELuaNotATable);
CLuaObject at(const std::string &key) const { return at(key.c_str()); }
// Test is that table has the given key. The object must be a table or an exception is thrown
bool hasKey(const char *key) const;
/** debug : recursively get value (useful for table)
* \param maxDepth (0 for no limit)
* \param alreadySeen pointer to lua tables that have already been displayed by the command (to avoid infinite recursion when a cycluic graph is encountered)
*/
std::string toStringRecurse(uint depth = 0, uint maxDepth = 20, std::set<const void *> *alreadySeen = NULL) const;
/** dump the value in the log (includes tables)
* \param alreadySeen pointer to lua tables that have already been displayed by the command (to avoid infinite recursion when a cycluic graph is encountered)
*/
void dump(uint maxDepth = 20, std::set<const void *> *alreadySeen = NULL) const;
// concatenate identifiers, adding a dot between them if necessary. If right is a number then brackets are added
static std::string concatId(const std::string &left, const std::string &right);
// If this object is a function, then call it and return true on success
bool callNoThrow(int numArgs, int numRet);
// Call a method of this table by name (no throw version)
bool callMethodByNameNoThrow(const char *name, int numArgs, int numRet);
private:
NLMISC::CRefPtr<CLuaState> _LuaState;
std::string _Id;
};
/** enumeration of the content of a lua table
*
* Example of use :
*
*\code
CLuaObject table;
table.pop(luaState); // retrieve table from the top of a lua stack
CLuaEnumeration enueration = table.enumerate();
while (enumeration.hasNext())
{
nlinfo('key = %s", enumeration.nextKey().toString().c_str());
nlinfo('value = %s", enumeration.nextValue().toString().c_str());
enumeration.next();
};
\endcode
*
* There is a macro called 'ENUM_LUA_TABLE' to automate that process.
* Previous code would then be written as follow :
*
*
*\code
CLuaObject table;
table.pop(luaState); // retrieve table from the top of a lua stack
ENUM_LUA_TABLE(table, enumeration);
{
nlinfo('key = %s", enumeration.nextKey().toString().c_str());
nlinfo('value = %s", enumeration.nextValue().toString().c_str());
};
\endcode
*
*/
class CLuaEnumeration
{
public:
// is there a next key,value pair in the table
bool hasNext() { return _HasNext; }
// Return next key. Assertion if 'hasNext' is false
const CLuaObject &nextKey() const;
// Return next value. Assertion if 'hasNext' is false
CLuaObject &nextValue();
// Go to the next value. Assertion if there's no such value
void next();
private:
friend class CLuaObject;
// current value & key
CLuaObject _Table;
CLuaObject _Key;
CLuaObject _Value;
CLuaObject _NextFunction; // pointer to the global 'next' function
bool _HasNext;
// construction from a table on the stack
CLuaEnumeration(CLuaObject &table);
};
/** macro to ease lua table enumeration
* \param object A CLuaObject which must be a table, and on which enumeration is done. An exception will be thrown as 'CLuaObject::enumerate' is
* called if this is not the case
* \param enumerator The enumerator object
*/
#define ENUM_LUA_TABLE(object, enumerator) for(CLuaEnumeration enumerator = (object).enumerate(); enumerator.hasNext(); enumerator.next())
//opitmized lua string for fast comparison
class CLuaString
{
public:
explicit CLuaString(const char *value = "");
const char *getPtr() const;
void pushOnStack() const;
operator const char *() const { return getPtr(); }
private:
const char *_Str;
mutable const char *_Ptr;
mutable CLuaState::TRefPtr _LuaState; // ref ptr so that statics get rebuilt on lua restart
mutable CLuaObject _InLua;
CLuaState &getLua() const;
void build() const;
};
inline bool operator==(const char* lh, const CLuaString& rh)
{
return std::string(lh) == std::string(rh.getPtr());
}
inline bool operator==( const CLuaString& lh, const CLuaString& rh)
{
return std::string(lh.getPtr()) == std::string(rh.getPtr());
}
inline bool operator==(const CLuaString& lh, const char* rh)
{
return std::string(rh) == std::string(lh.getPtr());
}
inline bool operator==( const CLuaString& lh, const std::string& rh)
{
return std::string(lh.getPtr()) == rh;
}
inline bool operator==(const std::string& lh, const CLuaString& rh)
{
return lh == std::string(rh.getPtr());
}
class CLuaHashMapTraits
{
public:
static const size_t bucket_size = 4;
static const size_t min_buckets = 8;
CLuaHashMapTraits()
{}
// hasher for lua string -> they are unique pointers for each string, so just hash a pointer instead of a string...
size_t operator()(const char *value) const { return ((size_t) value) >> 3; }
// equality for lua string for hash_map -> they are unique pointer -> compare pointers instead of string content
bool operator()(const char *lhs, const char *rhs) const { return lhs < rhs; }
};
#endif