Files
integration/Source/Integration/LuaCall.h

250 lines
9.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "EdGraph/EdGraphPin.h"
#include "LuaCall.generated.h"
class UlxLuaValues;
/////////////////////////////////////////////////////////////////
//
// These are the types that can actually be packed into
// a serialized buffer.
//
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
//
// This is a little parser that parses Lua function 'prototypes'.
// The prototypes look like this:
//
// class.name(int arg1, int arg2) : int ret1, int ret2
//
// The return values can be omitted if the function has no return
// values. Optionally, there can be one last return value which
// is just an ellipsis. The class name can be asterisk.
//
// For more information about the meaning of all this, see the docs
// for the 'Call Lua' blueprint node.
//
/////////////////////////////////////////////////////////////////
class FlxParsedProto
{
public:
struct Pin
{
FString Type;
FString Name;
Pin(const FString &T, const FString &N) : Type(T), Name(N) {}
};
FString ErrorMessage;
TArray<FString> Tokens;
int NextToken;
FString ClassName;
FString FunctionName;
TArray<Pin> Arguments;
TArray<Pin> ReturnValues;
bool ExtraReturnValues;
private:
// Check the next token to see if it's exactly equal to text.
//
bool IsLiteral(const TCHAR *text);
// Check the next token to see if it's an identifier.
//
bool IsIdent();
// Make a syntax error message, using the tokens.
//
void Syntax();
// Empty out the FlxParsedProto.
//
void Empty();
// Parse a function prototype.
//
void Parse(const FString &proto);
public:
// Construct with a prototype.
//
FlxParsedProto(const FString &str) { Parse(str); }
};
/////////////////////////////////////////////////////////////////
//
// To make a Lua Call from inside of a blueprint, use the convenient "Call Lua"
// blueprint node. This node macroexpands into a sequence of low-level
// function calls. This library contains the low-level functions that
// "Call Lua" macroexpands into.
//
// The procedure for making a lua call using the low-level functions is as follows:
//
// * Use LuaCallBegin to put the class name and function name into the argument buffer.
// * Use LuaCallArgumentXXX to put arguments into the argument buffer.
// * Use LuaCallInvoke or LuaCallProbe to actually make the call.
// * Use LuaCallReturnValueXXX to fetch return values from the return buffer.
//
// The two buffers are basically global variables, they are part of the
// LuprexGameModeBase. This is okay because blueprint is single-threaded.
//
// The following three libraries contain all the low-level functions.
//
/////////////////////////////////////////////////////////////////
UCLASS()
class INTEGRATION_API UlxLuaCallLibrary : public UObject
{
GENERATED_BODY()
public:
// Get an argument packing function or a return value unpacking function.
//
static UFunction *GetArgumentPacker(const FString &Type);
static UFunction *GetReturnValueUnpacker(const FString &Type);
// Get the types supported for arguments and return values, as a documentation string.
//
static FString AllFunctionsWithPrefix(const TCHAR *Prefix);
static FString AllKnownArgumentTypes() { return AllFunctionsWithPrefix(TEXT("LuaCallArgument_")); }
static FString AllKnownReturnValueTypes() { return AllFunctionsWithPrefix(TEXT("LuaCallReturnValue_")); }
public:
//
// Functions that do miscellaneous things.
//
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallBegin(UObject *context, const FString &ClassName, const FString &FunctionName);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallInvoke(UObject *context, AActor *Place);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", ExpandBoolAsExecs="ReturnValue", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static bool LuaCallProbe(UObject *context, AActor *Place, UlxLuaValues *&ReturnArray);
//
// Functions that pack arguments into the call buffer.
//
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallArgument_string(UObject *context, const FString &Value);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallArgument_name(UObject *context, const FName &Value);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallArgument_float(UObject *context, double Value);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallArgument_int(UObject *context, int Value);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallArgument_vector(UObject *context, const FVector &Value);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallArgument_vector2d(UObject *context, const FVector2D &Value);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
static void LuaCallArgument_boolean(UObject *context, bool Value);
};
/////////////////////////////////////////////////////////////////
//
// This class stores an array of values that were returned by Lua.
//
/////////////////////////////////////////////////////////////////
UCLASS(BlueprintType)
class INTEGRATION_API UlxLuaValues : public UObject
{
GENERATED_BODY()
private:
// The raw serialized data returned by Lua.
//
std::string Serialized;
// For each chunk, the type of the chunk.
//
TArray<ElxLuaValueType> Types;
// For each chunk, a pointer to the serialized data.
//
TArray<std::string_view> Data;
// The current cursor.
//
int Cursor;
private:
// Clear everything.
//
void Empty();
// Compare two types. If they aren't equal, possibly log an error, and return a status code.
//
static ElxSuccessOrWrongType CheckType(bool LogErrorOnWrongType, ElxLuaValueType Type, ElxLuaValueType Desired);
public:
UlxLuaValues() { Cursor = 0; }
// Copies the data, and then preprocesses it to make sure
// it's all valid. If it's not valid, returns false.
//
bool Initialize(std::string_view data);
UFUNCTION(BlueprintCallable, Category = "Luprex|Lua Value Array")
void DiscardBeforeCursor();
UFUNCTION(BlueprintPure, Category = "Luprex|Lua Value Array")
FString DebugString() const;
UFUNCTION(BlueprintPure, Category = "Luprex|Lua Value Array")
int Length() const { return Types.Num(); }
UFUNCTION(BlueprintPure, Category = "Luprex|Lua Value Array")
int GetCursor() const { return Cursor; }
UFUNCTION(BlueprintCallable, Category = "Luprex|Lua Value Array")
void SetCursor(int n) { Cursor = n; }
UFUNCTION(BlueprintPure, Category = "Luprex|Lua Value Array")
ElxLuaValueType NextType() const;
UFUNCTION(BlueprintPure, Category = "Luprex|Lua Value Array")
bool IsNextType(ElxLuaValueType Type) const { return NextType() == Type; }
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "ReturnValue"), Category = "Luprex|Lua Value Array")
ElxLuaValueType SwitchNextType() { return NextType(); }
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
void ReadString(ElxSuccessOrWrongType &Status, FString &Result, bool LogErrorOnWrongType = false);
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
void ReadName(ElxSuccessOrWrongType &Status, FName &Result, bool LogErrorOnWrongType = false);
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
void ReadFloat(ElxSuccessOrWrongType &Status, double &Result, bool LogErrorOnWrongType = false);
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
void ReadInt(ElxSuccessOrWrongType &Status, int &Result, bool LogErrorOnWrongType = false);
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
void ReadVector(ElxSuccessOrWrongType &Status, FVector &Result, bool LogErrorOnWrongType = false);
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
void ReadVector2D(ElxSuccessOrWrongType &Status, FVector2D &Result, bool LogErrorOnWrongType = false);
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
void ReadBoolean(ElxSuccessOrWrongType &Status, bool &Result, bool LogErrorOnWrongType = false);
};