530 lines
18 KiB
C++
530 lines
18 KiB
C++
/* vim: set et sw=3 tw=0 fo=croqlaw cino=t0:
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*
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* Luaxx, the C++ Lua wrapper library.
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* Copyright (c) 2006-2008 Matthew Nicholson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to
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* deal in the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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* sell copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#ifndef LUAXX_H
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#define LUAXX_H
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#define lua_Integer_long 1
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#define lua_Integer_int 1
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extern "C" {
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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}
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#include <string>
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#include <vector>
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#include <new>
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#include <exception>
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/** @file
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* Luaxx header file.
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*/
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/** @mainpage Luaxx
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*
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* Luaxx is a thin wrapper around the Lua C API. The wrapper adds some
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* convenience functions and integrates well with modern C++.
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*
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* Luaxx is not designed like toLua, instead Luaxx is more of a 1 to 1
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* logical mapping of the lua API in C++. For example: in C you would write
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* 'lua_pushnumber(L, 3)', in C++ with Luaxx you would write
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* 'L.push(3)'.
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*
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* Every thing is contained in the 'lua' namespace and exceptions are thrown
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* when a lua API function returns an error. Most of the functionality is
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* contained in the lua::state class, which can be passed directly to lua C API
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* functions (the compiler will automatically use the internal lua_State
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* pointer). See the documentation for that class for more information.
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*/
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namespace lua
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{
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void StackDump(lua_State *L);
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/** A generic lua exception.
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*/
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class exception : public std::exception {
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public:
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/// Constructor.
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exception() : std::exception() { }
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/// Constructor.
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explicit exception(const char* desc) : std::exception(), description(desc) { }
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virtual ~exception() throw() { }
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/** Get a description of the error.
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* @returns a C-string describing the error
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*/
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virtual const char* what() const throw() {
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return description.c_str();
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}
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private:
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std::string description;
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};
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/** A lua runtime error.
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* This is thrown when there was an error executing some lua code.
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* @note This is not an std::runtime error.
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*/
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class runtime_error : public exception {
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public:
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/// Constructor.
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runtime_error() : exception() { }
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/// Constructor.
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explicit runtime_error(const char* desc) : exception(desc) { }
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virtual ~runtime_error() throw() { }
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};
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/** A syntax error.
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*/
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class syntax_error : public exception {
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public:
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/// Constructor.
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syntax_error() : exception() { }
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/// Constructor.
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explicit syntax_error(const char* desc) : exception(desc) { }
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virtual ~syntax_error() throw() { }
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};
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/** An error loading a lua file.
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* This is thrown when a call to lua::loadfile failed because the file could
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* not be opened or read.
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*/
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class file_error : public exception {
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public:
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/// Constructor.
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file_error() : exception() { }
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/// Constructor.
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explicit file_error(const char* desc) : exception(desc) { }
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virtual ~file_error() throw() { }
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};
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/** A memory allocation error.
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*/
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class bad_alloc : public exception, std::bad_alloc {
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public:
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/// Constructor.
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bad_alloc() : lua::exception(), std::bad_alloc() { }
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/// Constructor.
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explicit bad_alloc(const char* desc) : lua::exception(desc), std::bad_alloc() { }
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virtual ~bad_alloc() throw() { }
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};
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/** An error converting a lua type.
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*/
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class bad_conversion : public exception {
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public:
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/// Constructor.
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bad_conversion() : exception() { }
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/// Constructor.
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explicit bad_conversion(const char* desc) : exception(desc) { }
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virtual ~bad_conversion() throw() { }
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};
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/// A Lua table (this class does not have any data).
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class table { };
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/// A Lua nil (this class does not have any data).
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class nil { };
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/// A lua function (not a cfunction).
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class function { };
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/// A lua userdatum
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class userdata { };
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/// A lua light userdatum
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class lightuserdata { };
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typedef lua_CFunction cfunction; ///< A cfunction on the lua statck
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typedef lua_Integer integer; ///< The default lua integer type
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typedef lua_Number number; ///< The default lua number type
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typedef lua_Reader reader; ///< The type of function used by lua_load
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const int multiret = LUA_MULTRET; ///< LUA_MULTIRET
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/** This is the Luaxx equivalent of lua_State.
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* The functions provided by this class, closely resemble those of the Lua C
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* API.
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*/
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void StackDump(lua_State *L);
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class state {
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public:
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state();
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state(lua_State* L);
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state(const state& t)
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{
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managed=false;
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L=t.L;
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}
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state& operator = (const state& t);
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~state();
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operator lua_State*();
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state& push();
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state& push(nil);
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state& push(bool boolean);
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template<typename T> state& push(T number);
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state& push(const char* s, size_t length);
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state& push(const char* s);
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state& push(const std::string& s);
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state& push(cfunction f);
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state& push(table);
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state& push(void* p);
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template<typename T> state& pushlightuserdata(T p);
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template<typename T> state& to(T& number, int index = -1);
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template<typename T> state& touserdata(T& p, int index = -1);
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template<typename T> T as(T default_value, int index = -1);
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template<typename T> T as(int index = -1);
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template<typename T> T vpop()
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{
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T ret;
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ret=as<T>();
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pop();
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return ret;
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}
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template<typename T> bool is(int index = -1);
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state& check(int narg);
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#ifndef lua_Integer_int
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state& check(int& i, int narg);
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#endif
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state& check(integer& i, int narg);
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#ifndef lua_Integer_long
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state& check(long& l, int narg);
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#endif
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state& check(std::string& s, int narg);
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state& check(number& n, int narg);
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template<typename msg_t> void error(msg_t message);
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#if 0
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template<> void error(const std::string& message);
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#endif
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state& pcall(int nargs = 0, int nresults = 0, int on_error = 0);
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state& call(int nargs = 0, int nresults = 0);
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state& checkstack(int size);
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state& settop(int index);
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int gettop();
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int size();
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bool empty();
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state& insert(int index);
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state& replace(int index);
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state& remove(int index);
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state& pop(int elements = 1);
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state& pushvalue(int index);
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state& newtable();
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bool newmetatable(const std::string& tname);
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template<typename userdata_t> userdata_t* newuserdata();
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void* newuserdata(size_t nbytes);
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state& gettable(int index = -2);
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state& getfield(const std::string& k, int index = -1);
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state& settable(int index = -3);
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state& setfield(const std::string& k, int index = -2);
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state& getmetatable(const std::string& tname);
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bool getmetatable(int index);
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bool next(int index = -2);
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state& getglobal(const std::string& name);
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state& setglobal(const std::string& name);
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state& loadfile(const std::string& filename);
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state& loadstring(const std::string& s);
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template<typename iterator_t> state& load(iterator_t begin, iterator_t end);
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size_t objlen(int index = -1);
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private:
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lua_State* L;
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bool managed;
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int throw_error(int code);
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};
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// template functions
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/** Push a number onto the stack.
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* @tparam T the numeric type to push (should be automatically determined,
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* if there is no specialization for the desired type, lua_pushnumber() will
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* be used, and may fail)
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* @param number the number to push
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* @returns a reference to this lua::state
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*/
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template<typename T>
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state& state::push(T number) {
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lua_pushnumber(L, number);
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return *this;
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}
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/** Push a light userdatum on to the stack.
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* @tparam T the type of data to push (should be automatically determined)
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* @param p the pointer to push
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* @returns a reference to this lua::state
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*/
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template<typename T>
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state& state::pushlightuserdata(T p) {
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lua_pushlightuserdata(L, p);
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return *this;
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}
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/** Check if the given index is of the given type (defaults to using
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* lua_isnumber()).
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* @tparam T the type to check for (the default, if no specializations
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* match, does lua_isnumber())
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* @param index the index to check
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* @note the default version (used if no specialization is matched) will
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* check if the given value is a number
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* @returns whether the value at the given index is a nil
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*/
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template<typename T>
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bool state::is(int index) {
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return lua_isnumber(L, index);
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}
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/** Get the value at index as the given numeric type.
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* @tparam T they numeric type to static_cast<T>() the numeric value on the
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* stack to
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* @param number where to store the value
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* @param index the index to get
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* @note This function does \em not pop the value from the stack.
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* @todo Instead of throwing an exception here, we may just return an
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* error code.
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* @throws lua::bad_conversion if the value on the stack could not be
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* converted to the indicated type
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* @returns a reference to this lua::state
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*/
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template<typename T>
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state& state::to(T& number, int index) {
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if (lua_isnumber(L, index))
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number = static_cast<T>(lua_tonumber(L, index));
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else
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throw bad_conversion("Cannot convert non 'number' value to number");
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return *this;
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}
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/** Get the value at index as (light) userdata.
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* @tparam T the type of data pointed to (pointer is returned as
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* reinterpret_cast<T>())
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* @param p the pointer to store the value in
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* @param index the index to get
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* @note This function does \em not pop the value from the stack.
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* @todo Instead of throwing an exception here, we may just return an
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* error code.
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* @throws lua::bad_conversion if the value on the stack could not be
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* converted to the indicated type
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* @returns a reference to this lua::state
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*/
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template<typename T>
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state& state::touserdata(T& p, int index) {
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if (lua_isuserdata(L, index))
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p = reinterpret_cast<T>(lua_touserdata(L, index));
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else
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throw bad_conversion("Cannot convert non 'userdata' or 'lightuserdata' value to userdata");
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return *this;
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}
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/** Get the value at index as the given type.
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* @tparam T the type to retrieve the value on the stack as (the default
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* template function uses lua_tonumber(), specializations may cause
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* different behavior)
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* @param default_value this value is returned if the conversion fails
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* @param index the index to get
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* @note This function does \em not pop the value from the stack.
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* @returns the indicated value from the stack or the default value if
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* the conversion fails
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*/
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template<typename T>
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T state::as(T default_value, int index) {
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if (lua_isnumber(L, index))
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return static_cast<T>(lua_tonumber(L, index));
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else
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return default_value;
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}
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/** Get the value at index as the given type.
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* @tparam T the expected type of the value
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* @param index the index to get
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*
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* @note This function does \em not pop the value from the stack.
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* @note The default version of this function uses lua_tonumber() but
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* specializations may cause different behavior.
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*
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* @todo Instead of throwing an exception here, we may just return an
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* error code.
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*
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* @throws lua::bad_conversion if the value on the stack could not be
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* converted to the indicated type
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*
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* This function will return the value on the stack as the given type. If
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* the value is not of the given type <em>no conversion will be
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* performed</em> and lua::bad_conversion will be thrown. There are some
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* exceptions to this rule, for example, numbers will be converted to
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* strings and vice-versa (conversion is only performed if the matching
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* lua_is*() function returns true). The state::to() function should be
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* used to perform automatic conversion.
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*
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* @returns the indicated value as the given type if possible
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*/
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template<typename T>
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T state::as(int index) {
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if (lua_isnumber(L, index))
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return static_cast<T>(lua_tonumber(L, index));
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else
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throw bad_conversion("Cannot convert non 'number' value to number");
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}
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/** Create a new userdatum on the stack.
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* @tparam userdata_t the type of the userdata (will be passed to sizeof())
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*
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* This function creates a new userdatum on the stack the size of
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* userdata_t and return a pointer to it.
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* @returns a pointer to the new userdatum
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*/
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template<typename userdata_t>
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userdata_t* state::newuserdata() {
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return reinterpret_cast<userdata_t*>(lua_newuserdata(L, sizeof(userdata_t)));
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}
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/** Generate a Lua error.
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* @tparam msg_t the type of error message data (should be automatically
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* determined)
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* @param message the error message/value
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* @note This function is used to raise errors from lua::cfunctions.
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* @note This function never returns, instead it throws an exception
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* caught by the intepreter.
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*/
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template<typename msg_t>
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void state::error(msg_t message) {
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push(message);
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lua_error(L);
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}
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/** Load a sequence of data as a Lua chunk.
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* @tparam iterator_t the type of iterator to use (should be automatically
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* determined)
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* @param begin an iterator to the start of the sequence
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* @param end an iterator to the end of the sequence (one past the
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* end)
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*
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* This function takes a sequence of data and attempts to convert it
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* into a Lua chunk. The type of data passed must be able to be
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* converted into an 8-bit char.
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*
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* @note This function should automatically detect if the data is text
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* or binary.
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*
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* @returns a reference to this lua::state
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*/
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template<typename iterator_t>
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state& state::load(iterator_t begin, iterator_t end) {
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// convert the data to characters
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std::vector<char> chunk(begin, end);
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// Here we use the address of the first element of our vector.
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// This works because the data in std::vectors is contiguous.
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throw_error(luaL_loadbuffer(L, &(*chunk.begin()), chunk.size(), NULL));
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return *this;
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}
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// template specializations
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template<> state& state::to(bool& boolean, int index);
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template<> state& state::to(std::string& string, int index);
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template<> bool state::as(bool default_value, int index);
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template<> std::string state::as(std::string default_value, int index);
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template<> bool state::as(int index);
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template<> std::string state::as(int index);
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template<> bool state::is<nil>(int index);
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template<> bool state::is<bool>(int index);
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template<> bool state::is<std::string>(int index);
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template<> bool state::is<table>(int index);
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template<> bool state::is<cfunction>(int index);
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template<> bool state::is<function>(int index);
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template<> bool state::is<userdata>(int index);
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template<> bool state::is<lightuserdata>(int index);
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// inline functions
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/** Convert a lua::state to a lua_State*.
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* This operator allows lua::state to behave like a lua_State
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* pointer.
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*
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* @note This should be used as a last result to interoperate with C
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* code. This may be removed in future versions of Luaxx.
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*/
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inline state::operator lua_State*() {
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return L;
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}
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/** Throws exceptions for error return codes.
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* @param code the return code
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*
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* This function throws an exception based on the error it was passed.
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* If it is passed a 0 it will not throw anything.
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*
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* @todo In the future this function may check an exception mask
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* before throwing an error.
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*
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* @returns the code it was passed
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*/
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inline int state::throw_error(int code) {
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std::string error;
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// below, we package lua errors into exceptions
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switch (code) {
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case 0:
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break;
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case LUA_ERRSYNTAX:
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to(error).pop();
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throw syntax_error(error.c_str());
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case LUA_ERRMEM:
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to(error).pop();
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throw bad_alloc(error.c_str());
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case LUA_ERRRUN:
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to(error).pop();
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throw runtime_error(error.c_str());
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case LUA_ERRFILE:
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to(error).pop();
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throw file_error(error.c_str());
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default:
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to(error).pop();
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throw exception(error.c_str());
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}
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return code;
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}
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}
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#endif
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