#include #include #include #include #include #include "luaincl.h" #include "VirtualMachine.h" #include "Script.h" #include "LuaCallback.h" #include "RestoreStack.h" #include "scriptable.h" using namespace OrxScript; //HACK !!! /** * @brief This function adds an object to a script so that the object is accessable from within the luascript. this function is later included in LuaScript as a method * * @param scriptable the scriptable object to add. * @param strObjName the name that the object goes by in the script. * @param luaScript the script to which the scrtiptable is added * * @return a reference to the added object * * * @todo add this function as a method to LuaScript */ int addObjectToScript(Scriptable* scriptable, const std::string& strObjName, LuaScript& luaScript) { lua_State *state = (lua_State *) (luaScript.getVirtualMachine()); LuaVirtualMachine& virtualMachine = luaScript.getVirtualMachine(); //if() TODO: check if strObjName isn't "this" if (virtualMachine.isOk ()) { /*create object table*/ // Create a reference to the "object" table and set a name for the reference. Each reference is unique lua_newtable (state); int objRef = luaL_ref (state, LUA_REGISTRYINDEX); lua_rawgeti (state, LUA_REGISTRYINDEX, objRef); lua_setglobal (state, strObjName.c_str()); // Save the "object" table to index 0 of the "object" table LuaRestoreStack rs(virtualMachine); lua_rawgeti (state, LUA_REGISTRYINDEX, objRef); lua_pushlightuserdata (state, scriptable); lua_rawseti (state, -2, 0); return objRef; } } /** * @brief This function adds a function to a scriptable object in the lua state so that the function is accessable from within the luascript. this function is later included in LuaScript as a method * * @param scriptableRef a reference to the scriptable object * @param strFuncName the name that the function goes by in the script. * @param luaScript the script to which the function is added * * @returns the pseudoindex of the function (The first function added has index 0, the 2nd 1 and so on) * * @todo add this function as a method to LuaScript */ int addFunctionToScriptable(int scriptableRef, const std::string& strFuncName, LuaScript& luaScript) { lua_State *state = (lua_State *) (luaScript.getVirtualMachine()); LuaVirtualMachine& vm = luaScript.getVirtualMachine(); int iMethodIdx = -1; if (vm.isOk ()) { /* Add function */ LuaRestoreStack rs (vm); iMethodIdx = 0; lua_rawgeti (state, LUA_REGISTRYINDEX, scriptableRef); lua_pushstring (state, strFuncName.c_str()); lua_pushnumber (state, (lua_Number) iMethodIdx); lua_pushcclosure (state, luaCallback, 1); lua_settable (state, -3); } return iMethodIdx; } class objectOne : public Scriptable { public: objectOne () : Scriptable () { } int scriptCalling (LuaVirtualMachine& vm, std::string functionName) { //switch (iFunctionNumber) //- methodBase) uncomment this when methodBase gets correclty set in the Scriptable class if(functionName == "printNameOne") { //case 0: return printNameOne (vm); } return 0; } int printNameOne(LuaVirtualMachine& vm) { std::cout<<"Hi I'm Object 1 !"< %d\n", iNumber); printf ("Second argument was %d\n",iNumber2); return 0; } int Hello3 (LuaVirtualMachine& vm) { lua_State *state = (lua_State *) vm; int iNumber = (int) lua_tonumber (state, -1); printf ("Hello (3) -> %d\n", iNumber); lua_pushnumber (state, iNumber + 2); return 1; } void handleReturns (LuaVirtualMachine& vm, const std::string& strFunc) { if (strcmp (strFunc.c_str(), "divideMe") == 0) { // frames returns an answer of the stack lua_State *state = (lua_State *) vm; int itop = lua_gettop (state); int iType = lua_type (state, -1); const char *s = lua_typename (state, iType); double fFrameCount = lua_tonumber (state, -1); printf ("frame count = %f\n", fFrameCount); } } protected: int m_iMethodBase; }; //! main test routine int main (int argc, const char** argv) { std::cout << "== lua-testing environment ==\n" << std::endl; CMyScript ms; objectOne ob1; objectTwo ob2; //CMyScript ob1 (vm2); //addObjectToScript(&ob1, "obOne", ms, "printNameOne"); int obTwoRef = ms.addScriptableToScript(&ob2, "object"); // ms.addFunctionToScriptable("printNameTwo",obTwoRef,-1); ms.compileFile ("luascript1.lua"); int iTopS = lua_gettop ((lua_State *) ms.getVirtualMachine()); assert (ms.scriptHasFunction ("CountAndCall")); assert (!ms.scriptHasFunction ("countAndCall")); assert (!ms.scriptHasFunction ("test")); ms.selectScriptFunction ("CountAndCall"); ms.addParam (2); bool res = ms.run (); printf("ms.run returned %b\n",res); /* Debug Output lua_State* state = (lua_State *) (ms.vm()); lua_Debug debug; //lua_getfield(state, LUA_GLOBALSINDEX, "CountAndCall" ); lua_getinfo( state, "Sl", &debug ); std::cout << debug.name<< std::endl; */ /*ms.selectScriptFunction ("divideMe"); ms.addParam (33); ms.run (1); ms.selectScriptFunction ("returnToMe"); ms.addParam (10); ms.run (0); */ return 0 ; }