This will be useful for cases when we get a lua_State * from the outside and are asked to perform operations on it.
112 lines
3.3 KiB
C++
112 lines
3.3 KiB
C++
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// LuaState.h
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// Declares the cLuaState class representing the wrapper over lua_State *, provides associated helper functions
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/*
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The contained lua_State can be either owned or attached.
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Owned lua_State is created by calling Create() and the cLuaState automatically closes the state
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Or, lua_State can be attached by calling Attach(), the cLuaState doesn't close such a state
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Attaching a state will automatically close an owned state.
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*/
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#pragma once
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// fwd: lua.h
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struct lua_State;
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class cLuaState
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{
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public:
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/** Creates a new instance. The LuaState is not initialized.
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a_SubsystemName is used for reporting problems in the console, it is "plugin %s" for plugins,
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or "LuaScript" for the cLuaScript template
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*/
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cLuaState(const AString & a_SubsystemName);
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/** Creates a new instance. The a_AttachState is attached.
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Subsystem name is set to "<attached>".
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*/
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explicit cLuaState(lua_State * a_AttachState);
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~cLuaState();
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/// Allows this object to be used in the same way as a lua_State *, for example in the LuaLib functions
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operator lua_State * (void) { return m_LuaState; }
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/// Creates the m_LuaState, if not closed already. This state will be automatically closed in the destructor
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void Create(void);
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/// Closes the m_LuaState, if not closed already
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void Close(void);
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/// Attaches the specified state. Operations will be carried out on this state, but it will not be closed in the destructor
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void Attach(lua_State * a_State);
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/// Detaches a previously attached state.
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void Detach(void);
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/// Returns true if the m_LuaState is valid
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bool IsValid(void) const { return (m_LuaState != NULL); }
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/** Loads the specified file
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Returns false and logs a warning to the console if not successful (but the LuaState is kept open).
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m_SubsystemName is displayed in the warning log message.
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*/
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bool LoadFile(const AString & a_FileName);
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/** Pushes the function of the specified name onto the stack.
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Returns true if successful.
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If a_ShouldLogFail is true, logs a warning on failure (incl. m_SubsystemName)
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*/
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bool PushFunction(const char * a_FunctionName, bool a_ShouldLogFailure = true);
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/** Pushes a function that has been saved into the global registry, identified by a_FnRef.
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Returns true if successful. Logs a warning on failure
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*/
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bool PushFunctionFromRegistry(int a_FnRef);
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/// Pushes a string vector, as a table, onto the stack
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void PushStringVector(const AStringVector & a_Vector);
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/**
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Calls the function that has been pushed onto the stack by PushFunction.
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Returns true if successful, logs a warning on failure.
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a_FunctionName is used only for the warning log message, the function
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to be called must be pushed by PushFunction() beforehand.
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*/
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bool CallFunction(int a_NumArgs, int a_NumResults, const char * a_FunctionName);
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/// If the status is nonzero, prints the text on the top of Lua stack and returns true
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bool ReportErrors(int status);
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/// If the status is nonzero, prints the text on the top of Lua stack and returns true
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static bool ReportErrors(lua_State * a_LuaState, int status);
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protected:
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lua_State * m_LuaState;
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/// If true, the state is owned by this object and will be auto-Closed. False => attached state
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bool m_IsOwned;
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/** The subsystem name is used for reporting errors to the console, it is either "plugin %s" or "LuaScript"
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whatever is given to the constructor
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*/
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AString m_SubsystemName;
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} ;
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