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integration/luprex/syscpp/luastack.hpp

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#ifndef LUASTACK_HPP
#define LUASTACK_HPP
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#include "luajit.h"
}
#include <string>
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#include <vector>
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// LuaSlot
//
// An LuaSlot contains a lua stack index. It is initialized by the
// LuaStack and contains the same index until the LuaStack
// is destroyed. You can convert an LuaSlot into a lua stack index
// by simply coercing it to 'int'.
//
// There are three variants of LuaSlot that you can use: LuaArg (function
// argument), LuaRet (function return value), and LuaVar (function local
// variable).
//
class LuaSlot {
protected:
int index_;
private:
inline operator int() const {
return index_;
}
public:
LuaSlot() {
index_ = 0;
}
int index() const {
return index_;
}
friend class LuaStack;
};
class LuaArg : public LuaSlot {};
class LuaRet : public LuaSlot {};
class LuaVar : public LuaSlot {};
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class LuaSpecial : public LuaSlot {
public:
LuaSpecial(int n) {
index_ = n;
}
};
extern LuaSpecial LuaRegistry;
extern LuaSpecial LuaGlobals;
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class LuaUpvalue : public LuaSlot {
public:
LuaUpvalue(int n) {
index_ = lua_upvalueindex(n);
}
};
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class LuaNilMarker {};
extern LuaNilMarker LuaNil;
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class LuaStack {
private:
int narg_;
int ngap_;
int nvar_;
int nret_;
int argpos_;
int gappos_;
int varpos_;
int retpos_;
int rettop_;
int finaltop_;
lua_State *L_;
template<int NARG, int NVAR, int NRET, class... SS>
void count_slots(LuaArg &v, SS & ... stackslots)
{
count_slots<NARG+1, NRET, NVAR>(stackslots...);
}
template<int NARG, int NVAR, int NRET, class... SS>
void count_slots(LuaVar &v, SS & ... stackslots)
{
count_slots<NARG, NVAR+1, NRET>(stackslots...);
}
template<int NARG, int NVAR, int NRET, class... SS>
void count_slots(LuaRet &v, SS & ... stackslots)
{
count_slots<NARG, NVAR, NRET+1>(stackslots...);
}
template<int NARG, int NVAR, int NRET>
void count_slots() {
count_slots_finalize(NARG, NVAR, NRET);
}
void count_slots_finalize(int narg, int nvar, int nret);
template<class... SS>
void assign_slots(int argp, int varp, int retp, LuaArg &v, SS & ... stackslots) {
v.index_ = argp;
assign_slots(argp + 1, varp, retp, stackslots...);
}
template<class... SS>
void assign_slots(int argp, int varp, int retp, LuaVar &v, SS & ... stackslots) {
v.index_ = varp;
assign_slots(argp, varp+1, retp, stackslots...);
}
template<class... SS>
void assign_slots(int argp, int varp, int retp, LuaRet &v, SS & ... stackslots) {
v.index_ = retp;
assign_slots(argp, varp, retp+1, stackslots...);
}
void assign_slots(int argp, int varp, int retp) {}
void clear_frame();
public:
template<class... SS>
LuaStack(lua_State *L, SS & ... stackslots) {
L_ = L;
count_slots<0, 0, 0>(stackslots...);
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if (lua_gettop(L) < narg_) {
luaL_error(L, "not enough arguments on stack");
}
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assign_slots(argpos_, varpos_, retpos_, stackslots...);
clear_frame();
}
~LuaStack() {};
int result();
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private:
// Push any value on the stack, by type.
void push_any_value(LuaNilMarker s) const { lua_pushnil(L_); }
void push_any_value(LuaSlot s) const { lua_pushvalue(L_, s); }
void push_any_value(const std::string &s) const { lua_pushlstring(L_, s.c_str(), s.size()); }
void push_any_value(const char *s) const { lua_pushstring(L_, s); }
void push_any_value(double s) const { lua_pushnumber(L_, s); }
void push_any_value(int s) const { lua_pushnumber(L_, s); }
void push_any_value(bool b) const { lua_pushboolean(L_, b ? 1:0); }
// Push multiple values on the stack, in order, by type.
template<typename T0, typename... T>
void push_any_values(T0 arg0, T... args) {
push_any_value(arg0);
push_any_values(args...);
}
void push_any_values() {
}
private:
// Push everything after the CFunction. Used in the implementation
// of the 'call' template function.
template<typename... T>
void push_after_cfunction(LuaSlot s, T... args) {
push_after_cfunction(args...);
}
template<typename... T>
void push_after_cfunction(lua_CFunction f, T... args) {
push_any_values(args...);
}
// Call the CFunction, verify that the number of return values is
// correct, and pop everything before the CFunction. Used in the
// implementation of the 'call' template function.
template<int NRET, typename... T>
void call_cfunction_and_pop(int otop, LuaSlot s, T... args) {
call_cfunction_and_pop<NRET+1>(otop, args...);
lua_replace(L_, s);
}
template<int NRET, typename... T>
void call_cfunction_and_pop(int otop, lua_CFunction fn, T... args) {
int nret = fn(L_);
check_nret(NRET, otop, nret);
}
// Check number of return values: xpected number of return values,
// original stack top, and number of declared return values.
void check_nret(int xnret, int otop, int nret) const;
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public:
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template<typename T>
void set(LuaSlot target, T value) const {
push_any_value(value);
lua_replace(L_, target);
}
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int type(LuaSlot s) const { return lua_type(L_, s); }
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bool isboolean(LuaSlot s) const { return lua_isboolean(L_, s); }
bool iscfunction(LuaSlot s) const { return lua_iscfunction(L_, s); }
bool isfunction(LuaSlot s) const { return lua_isfunction(L_, s); }
bool islightuserdata(LuaSlot s) const { return lua_islightuserdata(L_, s); }
bool isnil(LuaSlot s) const { return lua_isnil(L_, s); }
bool isnumber(LuaSlot s) const { return lua_type(L_, s) == LUA_TNUMBER; }
bool isstring(LuaSlot s) const { return lua_type(L_, s) == LUA_TSTRING; }
bool istable(LuaSlot s) const { return lua_istable(L_, s); }
bool isthread(LuaSlot s) const { return lua_isthread(L_, s); }
bool isuserdata(LuaSlot s) const { return lua_isuserdata(L_, s); }
bool toboolean(LuaSlot s) const { return lua_toboolean(L_, s); }
int tointeger(LuaSlot s) const { return lua_tointeger(L_, s); }
double tonumber(LuaSlot s) const { return lua_tonumber(L_, s); }
std::string tostring(LuaSlot s) const;
lua_State *tothread(LuaSlot s) const { return lua_tothread(L_, s); }
int checkint(LuaSlot s) const { return luaL_checkint(L_, s); }
long checklong(LuaSlot s) const { return luaL_checklong(L_, s); }
double checknumber(LuaSlot s) const { return luaL_checknumber(L_, s); }
std::string checkstring(LuaSlot s) const;
void checktype(LuaSlot s, int t) const { return luaL_checktype(L_, s, t); }
void clearmetatable(LuaSlot tab) const;
void setmetatable(LuaSlot tab, LuaSlot mt) const;
void checknometa(LuaSlot index) const;
void newtable(LuaSlot target) const;
int next(LuaSlot tab, LuaSlot key, LuaSlot value) const;
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template<typename KT>
void rawget(LuaSlot target, LuaSlot tab, KT key) const {
push_any_value(key);
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lua_rawget(L_, tab);
lua_replace(L_, target);
}
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template<typename KT, typename VT>
void rawset(LuaSlot tab, KT key, VT value) const {
push_any_value(key);
push_any_value(value);
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lua_rawset(L_, tab);
}
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template<typename VT>
void setfield(LuaSlot tab, const char *field, VT value) const {
push_any_value(value);
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lua_setfield(L_, tab, field);
}
void getfield(LuaSlot target, LuaSlot tab, const char *field) const {
lua_getfield(L_, tab, field);
lua_replace(L_, target);
}
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// Call invokes any C function. It pushes the arguments on the stack,
// calls the cfunction, verifies that the number of return values is as
// expected, and pops the return values into LuaVars.
template<typename... T>
void call(T... args) {
int otop = lua_gettop(L_);
push_after_cfunction(args...);
call_cfunction_and_pop<0>(otop, args...);
}
};
class LuaFunctionReg {
private:
int mode_;
const char *name_;
lua_CFunction func_;
LuaFunctionReg *next_;
static LuaFunctionReg *LuaFunctionRegistry;
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public:
using List = std::vector<const LuaFunctionReg *>;
LuaFunctionReg(int m, const char *n, lua_CFunction f);
static List all();
int get_mode() const { return mode_; }
const char *get_name() const { return name_; }
lua_CFunction get_func() const { return func_; }
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};
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#define LuaDefineHidden(name) LuaDefineCore(name, 0)
#define LuaDefineGlobalFunction(name) LuaDefineCore(name, 1)
#define LuaDefineGlobalMethod(name) LuaDefineCore(name, 2)
#define LuaDefineClassMethod(name) LuaDefineCore(name, 3)
#define LuaDefineCore(name, mode) \
int name(lua_State *L); \
LuaFunctionReg reg_##name(mode, #name, name); \
int name(lua_State *L)
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#endif // LUASTACK_HPP