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fs2open.github.com/code/scripting/ade_args.h
T
asarium 1662a3c317 Add new HUD gauge type for scripted gauges
The new gauge can be accessed by the scripting API with which a function
can be set which will be called when this gauge is rendered. This can be
used for exposing the HUD gauge positioning and RTT options to the
scripting API without a lot of work needed for the script writer.

There is currently only one rendering function implemented since this is
only a proof of concept.
2019-03-17 09:27:58 +01:00

367 lines
11 KiB
C++

//
//
#ifndef FS2_OPEN_ADE_ARGS_H
#define FS2_OPEN_ADE_ARGS_H
#include "globalincs/pstypes.h"
#include "mod_table/mod_table.h"
#include "scripting/ade.h"
#include "scripting/lua/LuaConvert.h"
#include "scripting/lua/LuaFunction.h"
#include "scripting/lua/LuaTable.h"
#include <utf8/checked.h>
extern "C" {
#include <lauxlib.h>
#include <lualib.h>
}
namespace scripting {
namespace internal {
//*************************Lua hacks*************************
// WMC - Hack to allow for quick&easy return value parsing
extern int Ade_get_args_skip;
// WMC - Tell ade_get_args it is parsing scripting functions,
// which have no upvalues
extern bool Ade_get_args_lfunction;
struct get_args_state {
int nargs = -1;
int counted_args = -1;
int needed_args = -1;
int total_args = -1;
bool optional_args = false;
char funcname[128] = "\0";
};
bool get_single_arg(lua_State* L, const get_args_state& state, char fmt, bool* b);
template <typename T>
typename std::enable_if<std::is_floating_point<T>::value, bool>::type
get_single_arg(lua_State* L, const get_args_state& state, char fmt, T* f)
{
Assertion(fmt == 'f' || fmt == 'd', "Invalid character '%c' for number type!", fmt);
if (lua_isnumber(L, state.nargs)) {
*f = (T)lua_tonumber(L, state.nargs);
} else {
LuaError(L, "%s: Argument %d is an invalid type '%s'; number expected", state.funcname, state.nargs,
ade_get_type_string(L, state.nargs));
return false;
}
return true;
}
template <typename T>
typename std::enable_if<std::is_integral<T>::value, bool>::type
get_single_arg(lua_State* L, const get_args_state& state, char fmt, T* i)
{
// fix is also an int for C++ so we need to check the format character to determine what should be done
Assertion(fmt == 'i' || fmt == 'x', "Invalid character '%c' for number type!", fmt);
if (lua_isnumber(L, state.nargs)) {
if (fmt == 'x') {
*i = (T)fl2f((float)lua_tonumber(L, state.nargs));
} else {
*i = (T)lua_tonumber(L, state.nargs);
}
} else {
LuaError(L, "%s: Argument %d is an invalid type '%s'; number expected", state.funcname, state.nargs,
ade_get_type_string(L, state.nargs));
return false;
}
return true;
}
bool get_single_arg(lua_State* L, const get_args_state& state, char fmt, const char** s);
template <typename T>
bool ade_odata_getter_helper(lua_State* L, const get_args_state& state, char fmt, T&& od) {
Assertion(fmt == 'o', "Invalid character '%c' for object type!", fmt);
if (lua_isuserdata(L, state.nargs)) {
// Use the helper function
if (!luacpp::convert::popValue(L, std::forward<T>(od), state.nargs, false)) {
return false;
}
} else if (lua_isnil(L, state.nargs) && state.optional_args) {
// WMC - Modder has chosen to ignore this argument
} else {
LuaError(L, "%s: Argument %d is an invalid type '%s'; type '%s' expected", state.funcname, state.nargs,
ade_get_type_string(L, state.nargs), internal::getTableEntry(od.idx).GetName());
return false;
}
return true;
}
template <typename T>
bool get_single_arg(lua_State* L, const get_args_state& state, char fmt, ade_odata_getter<T>&& od)
{
return ade_odata_getter_helper(L, state, fmt, std::forward<ade_odata_getter<T>>(od));
}
template <typename T>
bool get_single_arg(lua_State* L, const get_args_state& state, char fmt, ade_odata_ptr_getter<T>&& od)
{
return ade_odata_getter_helper(L, state, fmt, std::forward<ade_odata_ptr_getter<T>>(od));
}
bool get_single_arg(lua_State* L, const get_args_state& state, char fmt, luacpp::LuaTable* t);
bool get_single_arg(lua_State* L, const get_args_state& state, char fmt, luacpp::LuaFunction* f);
// This is not a template function so we can put the implementation in a source file
inline bool get_args_actual(lua_State* /*L*/, get_args_state& state, const char* fmt)
{
while (*fmt != '\0') {
switch(*fmt) {
case '|':
state.optional_args = true;
break;
case '*':
state.nargs++;
state.counted_args++;
break;
default:
UNREACHABLE("Invalid format string '%s'!", fmt);
return false;
}
// Ignored parameters are still valid here so we skip them until we reach the end
++fmt;
}
// Now there should be nothing left in the parameter string
Assertion(strlen(fmt) == 0, "No class parameters left but format is not empty!");
return true;
}
template <typename T, typename... Args>
bool get_args_actual(lua_State* L, get_args_state& state, const char* fmt, T&& current, Args&&... args)
{
Assertion(strlen(fmt) > 0, "Format was empty but there were still parameters in the argument list!");
if (state.nargs > state.total_args) {
return true;
}
if (*fmt == '*') {
state.nargs++;
state.counted_args++;
return get_args_actual(L, state, fmt + 1, std::forward<T>(current), std::forward<Args>(args)...);
}
if (*fmt == '|') {
state.optional_args = true;
return get_args_actual(L, state, fmt + 1, std::forward<T>(current), std::forward<Args>(args)...);
}
if (!get_single_arg(L, state, *fmt, std::forward<T>(current))) {
if (!state.optional_args) {
return false;
}
}
state.nargs++;
state.counted_args++;
return get_args_actual(L, state, fmt + 1, std::forward<Args>(args)...);
}
} // namespace internal
/**
* @brief Parses arguments from the Lua stack
*
* based on "Programming in Lua"
*
* Parses arguments from string to variables given
* a '|' divides required and optional arguments.
* Returns 0 if a required argument is invalid,
* or there are too few arguments actually passed
*
* @note This function essentially takes objects
* from the stack in series, so it can easily be used
* to get the return values from a chunk of Lua code
* after it has been executed. See RunByteCode()
*
* @param L The lua state
* @param fmt The argument format string
* @param ... The parameters
* @return The number of arguments taken from the stack or 0 on error
*/
template <typename... Args>
inline int ade_get_args(lua_State* L, const char* fmt, Args&&... args)
{
// Check that we have all the arguments that we need
// If we don't, return 0
internal::get_args_state state;
state.needed_args = (int)strlen(fmt);
state.total_args = lua_gettop(L) - internal::Ade_get_args_skip;
if (strchr(fmt, '|') != nullptr) {
state.needed_args = (int)(strchr(fmt, '|') - fmt);
}
memset(state.funcname, 0, sizeof(state.funcname));
#ifndef NDEBUG
lua_Debug ar;
memset(&ar, 0, sizeof(ar));
if (lua_getstack(L, 0, &ar)) {
lua_getinfo(L, "nl", &ar);
strcpy_s(state.funcname, "");
if (ar.name != nullptr) {
strcat_s(state.funcname, ar.name);
}
if (ar.currentline > -1) {
char buf[33];
sprintf(buf, "%d", ar.currentline);
strcat_s(state.funcname, " (Line ");
strcat_s(state.funcname, buf);
strcat_s(state.funcname, ")");
}
}
#endif
if (!strlen(state.funcname)) {
// WMC - This was causing crashes with user-defined functions.
// WMC - Try and get at function name from upvalue
if (!internal::Ade_get_args_lfunction && !lua_isnone(L, lua_upvalueindex(ADE_FUNCNAME_UPVALUE_INDEX))) {
if (lua_type(L, lua_upvalueindex(ADE_FUNCNAME_UPVALUE_INDEX)) == LUA_TSTRING)
strcpy_s(state.funcname, lua_tostring(L, lua_upvalueindex(ADE_FUNCNAME_UPVALUE_INDEX)));
}
// WMC - Totally unknown function
if (!strlen(state.funcname)) {
strcpy_s(state.funcname, "<UNKNOWN>");
}
}
if (state.total_args < state.needed_args) {
LuaError(L,
"Not enough arguments for '%s' - need %d, had %d. If you are using objects or handles, make sure that "
"you are using \":\" to access member functions, rather than \".\"",
state.funcname, state.needed_args, state.total_args);
return 0;
}
// Start throught
state.counted_args = 0;
// Are we parsing optional args yet?
state.optional_args = false;
state.nargs = 1 + internal::Ade_get_args_skip;
state.total_args += internal::Ade_get_args_skip;
if (!internal::get_args_actual(L, state, fmt, std::forward<Args>(args)...)) {
return 0;
}
return state.counted_args;
}
namespace internal {
struct set_args_state {
int nargs;
int setargs; // args actually set
};
// This is an extremely complicated way of telling the compiler that this function should not be called with pointers
template <typename T>
typename std::enable_if<std::is_same<typename std::remove_cv<T>::type, bool>::value, void>::type
set_single_arg(lua_State* L, char fmt, T b)
{
Assertion(fmt == 'b', "Invalid format character '%c' for boolean type!", fmt);
lua_pushboolean(L, b ? 1 : 0);
}
template <typename T>
typename std::enable_if<std::is_floating_point<T>::value, void>::type set_single_arg(lua_State* L, char fmt, T f)
{
Assertion(fmt == 'f' || fmt == 'd', "Invalid character '%c' for number type!", fmt);
lua_pushnumber(L, static_cast<lua_Number>(f));
}
template <typename T>
typename std::enable_if<!std::is_same<T, bool>::value && std::is_integral<T>::value, void>::type
set_single_arg(lua_State* L, char fmt, T i)
{
// fix is also an int for C++ so we need to check the format character to determine what should be done
Assertion(fmt == 'i' || fmt == 'x', "Invalid character '%c' for number type!", fmt);
if (fmt == 'x') {
lua_pushnumber(L, static_cast<lua_Number>(f2fl((fix)i)));
} else {
lua_pushinteger(L, static_cast<lua_Integer>(i));
}
}
void set_single_arg(lua_State* L, char fmt, const char* s);
template<typename T>
void set_single_arg(lua_State* L, char fmt, ade_odata_setter<T>&& od)
{
Assertion(fmt == 'o', "Invalid format character '%c' for object type!", fmt);
// Use the common helper method
luacpp::convert::pushValue(L, std::forward<ade_odata_setter<T>>(od));
}
void set_single_arg(lua_State* /*L*/, char fmt, luacpp::LuaTable* table);
void set_single_arg(lua_State* /*L*/, char fmt, const luacpp::LuaTable& table);
void set_single_arg(lua_State* /*L*/, char fmt, luacpp::LuaFunction* func);
void set_single_arg(lua_State* /*L*/, char fmt, const luacpp::LuaFunction& func);
// This is not a template function so we can put the implementation in a source file
inline void set_args_actual(lua_State* /*L*/, set_args_state& /*state*/, const char* fmt)
{
Assertion(strlen(fmt) == 0, "No class parameters left but format is not empty!");
}
template <typename T, typename... Args>
void set_args_actual(lua_State* L, set_args_state& state, const char* fmt, T&& current, Args&&... args)
{
Assertion(strlen(fmt) > 0, "Format was empty but there were still parameters in the argument list!");
if (*fmt == '*') {
lua_pushnil(L);
state.nargs++;
state.setargs++;
return set_args_actual(L, state, fmt + 1, std::forward<T>(current), std::forward<Args>(args)...);
}
set_single_arg(L, *fmt, std::forward<T>(current));
state.nargs++;
state.setargs++;
return set_args_actual(L, state, fmt + 1, std::forward<Args>(args)...);
}
} // namespace internal
// ade_set_args(state, arguments, variables)
//----------------------------------------------
// based on "Programming in Lua"
//
// Takes variables given and pushes them onto the
// Lua stack. Use it to return variables from a
// Lua scripting function.
//
// NOTE: You can also use this to push arguments
// on to the stack in series. See script_state::SetHookVar
template <typename... Args>
int ade_set_args(lua_State* L, const char* fmt, Args&&... args)
{
// Start throught
internal::set_args_state state{};
state.nargs = 0;
state.setargs = 0;
internal::set_args_actual(L, state, fmt, std::forward<Args>(args)...);
return state.setargs;
}
/**
* @brief Return a value in error
*
* Should be used if the value is not valid
*
* @ingroup ade_api
*/
#define ade_set_error ade_set_args
}
#endif //FS2_OPEN_ADE_ARGS_H