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/* $$
**
** Ark - Libraries, Tools & Programs for MMORPG developpements.
** Copyright (C) 1999-2002 The Contributors of the Ark Project
** Please see the file "AUTHORS" for a list of contributors
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <Modules/Lua/LuaTable.h>
#include <iostream>
namespace Ark
{
/******************************************************************************
* Construct a LuaTable, the table being at the top of the stack
******************************************************************************/
LuaTable::LuaTable(lua_State* L, int index)
: m_L(L), m_Index(index)
{
if(m_Index == -1)
{
m_Index = lua_gettop(m_L);
}
else if(m_Index < -1)
{
std::cerr
<< "Warning: A LuaTable has a relative stack index, "
<< "which may cause some bugs..."
<< std::endl;
}
}
/******************************************************************************
* Destructor
******************************************************************************/
LuaTable::~LuaTable()
{
lua_pop(m_L, m_Index);
}
/******************************************************************************
* Return the table's index on the stack
******************************************************************************/
int LuaTable::index() const
{
return m_Index;
}
/******************************************************************************
* The following functions get a value of the table on the stack, given
* the key of the value in the table.
*
* TODO: add the CFunction type.
******************************************************************************/
/******************************************************************************
* Read a number in the table.
*
* \param key The key of the element to get in the table.
* \return The value at the given key or 0 if the value is not a number
* or is not a string convertible to a number.
******************************************************************************/
double LuaTable::getNumber(double key)
{
lua_pushnumber(m_L, key);
lua_gettable(m_L, m_Index);
int result = static_cast<int>(lua_tonumber(m_L, -1));
lua_pop(m_L, 1);
return result;
}
/******************************************************************************
* Read a string in the table.
*
* \param key The key of the element to get in the table.
* \return The value (a string or a number) at the given key or 0 if the
* value isn't a string or a number.
*
* \bug In fact, it is not a bug but... Well, here is it ;-) Lua strings
* may have embeddend \0 insided them, whereas the real string continues.
* This function doesn't handle the problem. There should be a subclass
* LuaStringTable that handles a table of strings, or a LuaString class
* that return a correct string given the index of the string in the
* stack. Feel free to write these functions if they don't exist and you
* need them... ;-)
******************************************************************************/
const char* LuaTable::getString(double key)
{
lua_pushnumber(m_L, key);
lua_gettable(m_L, m_Index);
const char* result = lua_tostring(m_L, -1);
lua_pop(m_L, 1);
return result;
}
/******************************************************************************
* Read a user data in the table.
*
* \param key The key of the element to get in the table.
* \return A pointer to some userdata, or 0 if the value in the table is
* not of luatype \e userdata.
******************************************************************************/
void* LuaTable::getUserData(double key)
{
lua_pushnumber(m_L, key);
lua_gettable(m_L, m_Index);
void* result = lua_touserdata(m_L, -1);
lua_pop(m_L, 1);
return result;
}
/******************************************************************************
* Read a table in the table.
*
* \param key The key of the element to get in the table.
* \return A pointer on a LuaTable or 0 if there's no table at the given
* key.
******************************************************************************/
LuaTable* LuaTable::getTable(double key)
{
lua_pushnumber(m_L, key);
lua_gettable(m_L, m_Index);
LuaTable* newTable = 0;
if( lua_istable(m_L, -1) )
{
newTable = new LuaTable(m_L, -1);
}
return newTable;
}
/******************************************************************************
* The following functions add element to the table at a given key.
* TODO: add more types...
******************************************************************************/
void LuaTable::addElement(const char* key, double value)
{
lua_pushstring( m_L, key );
lua_pushnumber( m_L, value );
lua_settable( m_L, m_Index );
}
/******************************************************************************
* Use this function to test if the value at the given key is nil.
*
* \param key The value's key in the table.
* \return True if the value at the given key is nil.
******************************************************************************/
bool LuaTable::isNil(double key)
{
lua_pushnumber(m_L, key);
lua_gettable(m_L, m_Index);
return lua_isnil(m_L, -1);
}
/******************************************************************************
* Use this function if you think that the get*() functions of this class
* are not efficient for your purpose. It pushes the value at the given
* table's key on the stack. You may then use the classical lua
* functions...
*
* \param key The key of the element to get in the table.
******************************************************************************/
void LuaTable::pushElementAt(double key)
{
lua_pushnumber(m_L, key);
lua_gettable(m_L, m_Index);
}
/******************************************************************************
* Constructs a LuaTable from scratch. This creates a new table on the
* stack.
*
* \param L The lua state where we are going to create the table.
******************************************************************************/
LuaTable* LuaTable::createTable(lua_State* L)
{
lua_newtable(L);
return new LuaTable(L, -1);
}
}
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