Files
fs2open.github.com/code/scripting/lua/LuaTable.cpp
T
asarium f780d9e22a Add ability to dynamically add new SEXPs at runtime
This add a system for adding generic instances of the DynamicSEXP class
to the SEXP system. The only implementation at the moment is the LuaSEXP
which is used by the mn.addSEXP lua API to allow Lua to add new SEXPs.

Since this requires that FRED also runs lua scripts I added a mod table
option to enable scripting in FRED. Since the current scripts are not
built with FRED in mind it would likely break all these scripts if FRED
would be opened with normal scripting enabled.

This fixes #1320.
2017-12-20 10:45:40 +01:00

155 lines
3.2 KiB
C++

#include "LuaException.h"
#include "LuaTable.h"
namespace luacpp {
LuaTable LuaTable::create(lua_State* state) {
LuaTable table;
lua_newtable(state);
table.setReference(UniqueLuaReference::create(state));
lua_pop(state, 1);
return table;
}
LuaTable::LuaTable() : LuaValue() {
}
LuaTable::LuaTable(const LuaTable& other) : LuaValue(other) {
}
LuaTable::~LuaTable() {
}
bool LuaTable::setMetatable(const LuaTable& table) {
if (!table.getReference()->isValid()) {
throw LuaException("Meta table reference is not valid!");
}
this->pushValue();
table.pushValue();
lua_setmetatable(_luaState, -2);
lua_pop(_luaState, 1);
return true;
}
void LuaTable::setReference(luacpp::LuaReference ref) {
ref->pushValue();
lua_State* L = ref->getState();
if (lua_type(L, -1) != LUA_TTABLE) {
lua_pop(L, 1);
throw LuaException("Reference does not refere to a table!");
} else {
lua_pop(L, 1);
LuaValue::setReference(ref);
}
}
size_t LuaTable::getLength() {
this->pushValue();
size_t length = lua_objlen(_luaState, -1);
lua_pop(_luaState, 1);
return length;
}
LuaTable::iterator::iterator(const LuaTable& parent) {
_iter.reset(new LuaTableIterator(parent));
}
LuaTable::iterator::iterator() : _iter(nullptr), _atEnd(true) {
}
bool LuaTable::iterator::operator==(const iterator& other) {
return _atEnd == other._atEnd;
}
bool LuaTable::iterator::operator!=(const LuaTable::iterator& other) {
return !(*this == other);
}
LuaTable::iterator& LuaTable::iterator::operator++() {
_iter->toNextElement();
_atEnd = !_iter->hasElement();
return *this;
}
LuaTable::iterator& LuaTable::iterator::operator++(int) {
return ++(*this); // Post-fix operator doesn't make sense for us.
}
std::pair<LuaValue, LuaValue> LuaTable::iterator::operator*() {
return _iter->getElement();
}
LuaTable::iterator LuaTable::begin() {
iterator iter(*this);
// This will call lua_next and automatically handle the end of the table
return iter;
}
LuaTable::iterator LuaTable::end() {
return iterator(); // Empty iterator
}
LuaTableIterator::LuaTableIterator(const LuaTable& t) : _luaState(t.getLuaState()) {
_stackTop = lua_gettop(_luaState);
t.pushValue();
lua_pushnil(_luaState);
toNextElement();
}
LuaTableIterator::~LuaTableIterator() {
lua_settop(_luaState, _stackTop);
}
bool LuaTableIterator::hasElement() {
return _hasElement;
}
void LuaTableIterator::toNextElement() {
auto ret = lua_next(_luaState, -2);
_hasElement = ret != 0;
if (_hasElement) {
LuaValue key;
key.setReference(UniqueLuaReference::create(_luaState, -2));
LuaValue value;
value.setReference(UniqueLuaReference::create(_luaState, -1));
_currentVal = std::make_pair(key, value);
// Remove value from stack
lua_pop(_luaState, 1);
}
}
std::pair<LuaValue, LuaValue> LuaTableIterator::getElement() {
return _currentVal;
}
bool convert::popValue(lua_State* luaState, LuaTable& target, int stackposition, bool remove) {
if (!internal::isValidIndex(luaState, stackposition)) {
return false;
}
if (!lua_istable(luaState, stackposition)) {
return false;
} else {
target.setReference(UniqueLuaReference::create(luaState, stackposition));
if (remove) {
lua_remove(luaState, stackposition);
}
return true;
}
}
}