Files
fs2open.github.com/code/scripting/lua.cpp
T
asarium 7173299ca7 Add new libRocket UI system
This new system allows to create a user interface that goes beyond the
existing UI system.
2018-09-16 13:55:29 +02:00

353 lines
9.4 KiB
C++

#include "scripting/scripting.h"
/**
* IMPORTANT!
*
* For various compiler reasons, all scripting API classes and libraries need to be referenced here! The easiest way to
* do this is to declare the API elements in the header with the DECLARE_* macros and then include them here
*/
#include "scripting/api/objs/asteroid.h"
#include "scripting/api/objs/background_element.h"
#include "scripting/api/objs/beam.h"
#include "scripting/api/objs/camera.h"
#include "scripting/api/objs/cockpit_display.h"
#include "scripting/api/objs/control_info.h"
#include "scripting/api/objs/controls.h"
#include "scripting/api/objs/debris.h"
#include "scripting/api/objs/enums.h"
#include "scripting/api/objs/event.h"
#include "scripting/api/objs/eye.h"
#include "scripting/api/objs/file.h"
#include "scripting/api/objs/font.h"
#include "scripting/api/objs/gameevent.h"
#include "scripting/api/objs/gamestate.h"
#include "scripting/api/objs/hudgauge.h"
#include "scripting/api/objs/mc_info.h"
#include "scripting/api/objs/message.h"
#include "scripting/api/objs/model.h"
#include "scripting/api/objs/object.h"
#include "scripting/api/objs/order.h"
#include "scripting/api/objs/particle.h"
#include "scripting/api/objs/physics_info.h"
#include "scripting/api/objs/player.h"
#include "scripting/api/objs/sexpvar.h"
#include "scripting/api/objs/shields.h"
#include "scripting/api/objs/ship.h"
#include "scripting/api/objs/ship_bank.h"
#include "scripting/api/objs/shipclass.h"
#include "scripting/api/objs/shiptype.h"
#include "scripting/api/objs/sound.h"
#include "scripting/api/objs/species.h"
#include "scripting/api/objs/streaminganim.h"
#include "scripting/api/objs/subsystem.h"
#include "scripting/api/objs/team.h"
#include "scripting/api/objs/texture.h"
#include "scripting/api/objs/texturemap.h"
#include "scripting/api/objs/time_obj.h"
#include "scripting/api/objs/vecmath.h"
#include "scripting/api/objs/waypoint.h"
#include "scripting/api/objs/weapon.h"
#include "scripting/api/objs/weaponclass.h"
#include "scripting/api/objs/wing.h"
#include "scripting/api/libs/audio.h"
#include "scripting/api/libs/base.h"
#include "scripting/api/libs/bitops.h"
#include "scripting/api/libs/cfile.h"
#include "scripting/api/libs/graphics.h"
#include "scripting/api/libs/hookvars.h"
#include "scripting/api/libs/hud.h"
#include "scripting/api/libs/mission.h"
#include "scripting/api/libs/parse.h"
#include "scripting/api/libs/tables.h"
#include "scripting/api/libs/testing.h"
#include "scripting/api/libs/time_lib.h"
#include "scripting/api/libs/ui.h"
#include "scripting/api/libs/utf8.h"
// End of definitions includes
using namespace scripting;
using namespace scripting::api;
// *************************Housekeeping*************************
//WMC - The miraculous lines of code that make Lua debugging worth something.
lua_Debug Ade_debug_info;
char debug_stack[4][32];
void ade_debug_ret(lua_State *L, lua_Debug *ar)
{
Assert(L != NULL);
Assert(ar != NULL);
lua_getstack(L, 1, ar);
lua_getinfo(L, "nSlu", ar);
memcpy(&Ade_debug_info, ar, sizeof(lua_Debug));
int n;
for (n = 0; n < 4; n++) {
debug_stack[n][0] = '\0';
}
for (n = 0; n < 4; n++) {
if (lua_getstack(L,n+1, ar) == 0)
break;
lua_getinfo(L,"n", ar);
if (ar->name == NULL)
break;
strcpy_s(debug_stack[n],ar->name);
}
}
//WMC - because the behavior of the return keyword
//was changed, I now have to use this in hooks.
static int ade_return_hack(lua_State *L)
{
int i = 0;
int num = lua_gettop(L);
for(i = 0; i < num; i++)
{
lua_pushvalue(L, i+1);
}
return num;
}
static void *vm_lua_alloc(void*, void *ptr, size_t, size_t nsize) {
if (nsize == 0)
{
vm_free(ptr);
return NULL;
}
else
{
return vm_realloc(ptr, nsize);
}
}
//Inits LUA
//Note that "libraries" must end with a {NULL, NULL}
//element
int script_state::CreateLuaState()
{
mprintf(("LUA: Opening LUA state...\n"));
lua_State *L = lua_newstate(vm_lua_alloc, nullptr);
if(L == NULL)
{
Warning(LOCATION, "Could not initialize Lua");
return 0;
}
//*****INITIALIZE AUXILIARY LIBRARIES
mprintf(("LUA: Initializing base Lua libraries...\n"));
luaL_openlibs(L);
//*****DISABLE DANGEROUS COMMANDS
lua_pushstring(L, "os");
lua_rawget(L, LUA_GLOBALSINDEX);
int os_ldx = lua_gettop(L);
if(lua_istable(L, os_ldx))
{
lua_pushstring(L, "execute");
lua_pushnil(L);
lua_rawset(L, os_ldx);
lua_pushstring(L, "remove");
lua_pushnil(L);
lua_rawset(L, os_ldx);
lua_pushstring(L, "rename");
lua_pushnil(L);
lua_rawset(L, os_ldx);
}
lua_pop(L, 1); //os table
//*****SET DEBUG HOOKS
#ifndef NDEBUG
lua_sethook(L, ade_debug_ret, LUA_MASKRET, 0);
#endif
//*****INITIALIZE ADE
uint i;
mprintf(("LUA: Beginning ADE initialization\n"));
for(i = 0; i < ade_manager::getInstance()->getNumEntries(); i++)
{
//WMC - Do only toplevel table entries, doi
if(ade_manager::getInstance()->getEntry(i).ParentIdx == UINT_MAX) //WMC - oh hey, we're done with the meaty point in < 10 lines.
ade_manager::getInstance()->getEntry(i).SetTable(L, LUA_GLOBALSINDEX, LUA_GLOBALSINDEX); //Oh the miracles of OOP.
}
//*****INITIALIZE RETURN HACK FUNCTION
lua_pushstring(L, "ade_return_hack");
lua_pushboolean(L, 0);
lua_pushcclosure(L, ade_return_hack, 2);
lua_setglobal(L, "ade_return_hack");
//*****INITIALIZE ENUMERATION CONSTANTS
mprintf(("ADE: Initializing enumeration constants...\n"));
enum_h eh;
for(i = 0; i < Num_enumerations; i++)
{
eh.index = Enumerations[i].def;
eh.is_constant = true;
ade_set_args(L, "o", l_Enum.Set(eh));
lua_setglobal(L, Enumerations[i].name);
}
//*****ASSIGN LUA SESSION
mprintf(("ADE: Assigning Lua session...\n"));
SetLuaSession(L);
//***** LOAD DEFAULT SCRIPTS
mprintf(("ADE: Loading default scripts...\n"));
load_default_script(L, "cfile_require.lua");
return 1;
}
void script_state::EndLuaFrame()
{
scripting::api::graphics_on_frame();
}
void ade_output_toc(FILE *fp, ade_table_entry *ate)
{
Assert(fp != NULL);
Assert(ate != NULL);
//WMC - sanity checking
if(ate->Name == NULL && ate->ShortName == NULL) {
Warning(LOCATION, "Found ade_table_entry with no name or shortname");
return;
}
fputs("<dd>", fp);
if(ate->Name == NULL)
{
fprintf(fp, "<a href=\"#%s\">%s", ate->ShortName, ate->ShortName);
}
else
{
fprintf(fp, "<a href=\"#%s\">%s", ate->Name, ate->Name);
if(ate->ShortName)
fprintf(fp, " (%s)", ate->ShortName);
}
fputs("</a>", fp);
if(ate->Description)
fprintf(fp, " - %s\n", ate->Description);
fputs("</dd>\n", fp);
}
static bool sort_table_entries(const ade_table_entry* left, const ade_table_entry* right) {
const char* leftCmp = left->Name != nullptr ? left->Name : left->ShortName;
const char* rightCmp = right->Name != nullptr ? right->Name : left->ShortName;
if (leftCmp == nullptr) {
return false;
}
if (rightCmp == nullptr) {
return false;
}
SCP_string leftStr(leftCmp);
std::transform(std::begin(leftStr), std::end(leftStr), std::begin(leftStr), ::tolower);
SCP_string rightStr(rightCmp);
std::transform(std::begin(rightStr), std::end(rightStr), std::begin(rightStr), ::tolower);
return leftStr < rightStr;
}
static bool sort_doc_entries(const ade_table_entry* left, const ade_table_entry* right) {
if (left->Instanced == right->Instanced) {
// Same type -> compare as normal
return sort_table_entries(left, right);
}
if (left->Instanced) {
return true;
}
return false;
}
void script_state::OutputLuaMeta(FILE *fp)
{
uint i;
ade_table_entry *ate;
fputs("<dl>\n", fp);
//***Version info
fprintf(fp, "<dd>Version: %s</dd>\n", LUA_RELEASE);
SCP_vector<ade_table_entry*> table_entries;
//***TOC: Libraries
fputs("<dt><b>Libraries</b></dt>\n", fp);
for(i = 0; i < ade_manager::getInstance()->getNumEntries(); i++)
{
ate = &ade_manager::getInstance()->getEntry(i);
if(ate->ParentIdx == UINT_MAX && ate->Type == 'o' && ate->Instanced) {
table_entries.push_back(ate);
}
}
std::sort(std::begin(table_entries), std::end(table_entries), sort_table_entries);
for (auto entry : table_entries) {
ade_output_toc(fp, entry);
}
table_entries.clear();
//***TOC: Objects
fputs("<dt><b>Types</b></dt>\n", fp);
for(i = 0; i < ade_manager::getInstance()->getNumEntries(); i++)
{
ate = &ade_manager::getInstance()->getEntry(i);
if(ate->ParentIdx == UINT_MAX && ate->Type == 'o' && !ate->Instanced) {
table_entries.push_back(ate);
}
}
std::sort(std::begin(table_entries), std::end(table_entries), sort_table_entries);
for (auto entry : table_entries) {
ade_output_toc(fp, entry);
}
table_entries.clear();
//***TOC: Enumerations
fputs("<dt><b><a href=\"#Enumerations\">Enumerations</a></b></dt>", fp);
//***End TOC
fputs("</dl><br/><br/>", fp);
//***Everything
fputs("<dl>\n", fp);
for(i = 0; i < ade_manager::getInstance()->getNumEntries(); i++)
{
ate = &ade_manager::getInstance()->getEntry(i);
if(ate->ParentIdx == UINT_MAX)
table_entries.push_back(ate);
}
std::sort(std::begin(table_entries), std::end(table_entries), sort_doc_entries);
for (auto entry : table_entries) {
entry->OutputMeta(fp);
}
table_entries.clear();
//***Enumerations
fprintf(fp, "<dt id=\"Enumerations\"><h2>Enumerations</h2></dt>");
for(i = 0; i < Num_enumerations; i++)
{
//WMC - This is in case we ever want to add descriptions to enums.
//fprintf(fp, "<dd><dl><dt><b>%s</b></dt><dd>%s</dd></dl></dd>", Enumerations[i].name, Enumerations[i].desc);
//WMC - Otherwise, just use this.
fprintf(fp, "<dd><b>%s</b></dd>", Enumerations[i].name);
}
fputs("</dl>\n", fp);
//***End LUA
fputs("</dl>\n", fp);
}