Files
fs2open.github.com/code/scripting/lua/LuaValue.cpp
T
asarium ebcf686cf7 Add Lua API for promises and async coroutines
This adds a Lua API for representing asynchronous operations and running
coroutines based on those operations comfortably. This is very similar
to features other languages have introduced such as C# or JavaScript. In
fact, the whole "promise" thing is derived from how JavaScript
represents these operations.

This is the initial and very basic system for supporting async
coroutines in Lua. There is no native support for running these
operations at specific points (they run whenever the awaited promise
resolved) or making sure they do not leak through different game states.
2020-05-24 12:36:01 +02:00

125 lines
2.4 KiB
C++

#include "LuaValue.h"
#include "LuaException.h"
namespace {
using namespace luacpp;
ValueType luaToEnumType(int luaType) {
switch (luaType) {
case LUA_TNONE:
return ValueType::NONE;
case LUA_TNIL:
return ValueType::NIL;
case LUA_TBOOLEAN:
return ValueType::BOOLEAN;
case LUA_TLIGHTUSERDATA:
return ValueType::LIGHTUSERDATA;
case LUA_TNUMBER:
return ValueType::NUMBER;
case LUA_TSTRING:
return ValueType::STRING;
case LUA_TTABLE:
return ValueType::TABLE;
case LUA_TFUNCTION:
return ValueType::FUNCTION;
case LUA_TUSERDATA:
return ValueType::USERDATA;
case LUA_TTHREAD:
return ValueType::THREAD;
default:
return ValueType::NONE;
}
}
}
namespace luacpp {
LuaValue LuaValue::createNil(lua_State* L)
{
lua_pushnil(L);
LuaValue val(L);
val.setReference(UniqueLuaReference::create(L));
return val;
}
LuaValue::LuaValue() = default;
LuaValue::LuaValue(lua_State* state) : _luaState(state)
{
Assertion(state != nullptr, "Lua state pointer is not valid!");
}
LuaValue::LuaValue(const LuaValue&) = default;
LuaValue& LuaValue::operator=(const LuaValue&) = default;
LuaValue::LuaValue(LuaValue&&) noexcept = default;
LuaValue& LuaValue::operator=(LuaValue&&) noexcept = default;
LuaValue::~LuaValue() = default;
void LuaValue::setReference(const LuaReference& ref)
{
this->_reference = ref;
this->_luaState = ref->getState();
if (isValid()) {
this->_reference->pushValue(_luaState);
this->_luaType = luaToEnumType(lua_type(_luaState, -1));
lua_pop(_luaState, 1);
} else {
_luaType = ValueType::NONE;
}
}
const LuaReference LuaValue::getReference() const {
return _reference;
}
ValueType LuaValue::getValueType() const {
return _luaType;
}
bool LuaValue::isValid() const {
return _reference && _reference->isValid();
}
bool LuaValue::pushValue(lua_State* thread) const
{
if (this->_reference->isValid()) {
this->_reference->pushValue(thread);
return true;
} else {
return false;
}
}
lua_State* LuaValue::getLuaState() const { return _luaState; }
namespace convert {
void pushValue(lua_State* luaState, const LuaValue& value) { value.pushValue(luaState); }
bool popValue(lua_State* luaState, LuaValue& target, int stackposition, bool remove)
{
if (!internal::isValidIndex(luaState, stackposition)) {
return false;
}
target.setReference(UniqueLuaReference::create(luaState, stackposition));
if (remove) {
lua_remove(luaState, stackposition);
}
return true;
}
}
}