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engines/sword25/script/luacallback.cpp
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169
engines/sword25/script/luacallback.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "common/textconsole.h"
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#include "sword25/script/luacallback.h"
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#include "sword25/script/luabindhelper.h"
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#include "common/lua/lua.h"
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#include "common/lua/lauxlib.h"
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const char *CALLBACKTABLE_NAME = "__CALLBACKS";
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namespace Sword25 {
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LuaCallback::LuaCallback(lua_State *L) {
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// Create callback table
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lua_newtable(L);
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lua_setglobal(L, CALLBACKTABLE_NAME);
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}
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LuaCallback::~LuaCallback() {
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}
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void LuaCallback::registerCallbackFunction(lua_State *L, uint objectHandle) {
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assert(lua_isfunction(L, -1));
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ensureObjectCallbackTableExists(L, objectHandle);
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// Store function in the callback object table store
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lua_pushvalue(L, -2);
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luaL_ref(L, -2);
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// Pop the function and object callback table from the stack
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lua_pop(L, 2);
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}
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void LuaCallback::unregisterCallbackFunction(lua_State *L, uint objectHandle) {
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assert(lua_isfunction(L, -1));
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ensureObjectCallbackTableExists(L, objectHandle);
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// Iterate over all elements of the object callback table and remove the function from it
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lua_pushnil(L);
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while (lua_next(L, -2) != 0) {
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// The value of the current element is the top of the stack, including the index
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// If the value is identical to the function parameters, it is removed from the table
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if (lua_equal(L, -1, -4)) {
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lua_pushvalue(L, -2);
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lua_pushnil(L);
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lua_settable(L, -5);
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// The function was found, iteration can be stopped
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lua_pop(L, 2);
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break;
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} else {
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// Pop value from the stack. The index is then ready for the next call to lua_next()
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lua_pop(L, 1);
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}
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}
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// Function and object table are popped from the stack
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lua_pop(L, 2);
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}
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void LuaCallback::removeAllObjectCallbacks(lua_State *L, uint objectHandle) {
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pushCallbackTable(L);
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// Remove the object callback from the callback table
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lua_pushnumber(L, objectHandle);
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lua_pushnil(L);
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lua_settable(L, -3);
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lua_pop(L, 1);
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}
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void LuaCallback::invokeCallbackFunctions(lua_State *L, uint objectHandle) {
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ensureObjectCallbackTableExists(L, objectHandle);
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// Iterate through the table and perform all the callbacks
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lua_pushnil(L);
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while (lua_next(L, -2) != 0) {
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// The value of the current element is at the top of the stack, including the index
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// If the value is a function, execute it
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if (lua_type(L, -1) == LUA_TFUNCTION) {
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// Pre-Function Call
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// Derived classes can function in this parameter onto the stack.
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// The return value indicates the number of parameters
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int argumentCount = preFunctionInvocation(L);
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// Lua_pcall the function and the parameters pop themselves from the stack
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if (lua_pcall(L, argumentCount, 0, 0) != 0) {
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// An error has occurred
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error("An error occurred executing a callback function: %s", lua_tostring(L, -1));
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// Pop error message from the stack
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lua_pop(L, 1);
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}
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} else {
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// Pop value from the stack. The index is then ready for the next call to lua_next()
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lua_pop(L, 1);
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}
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}
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}
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void LuaCallback::ensureObjectCallbackTableExists(lua_State *L, uint objectHandle) {
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pushObjectCallbackTable(L, objectHandle);
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// If the table is nil, it must first be created
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if (lua_isnil(L, -1)) {
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// Pop nil from stack
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lua_pop(L, 1);
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pushCallbackTable(L);
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// Create the table, and put the objectHandle into it
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lua_newtable(L);
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lua_pushnumber(L, objectHandle);
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lua_pushvalue(L, -2);
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lua_settable(L, -4);
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// Pop the callback table from the stack
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lua_remove(L, -2);
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}
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}
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void LuaCallback::pushCallbackTable(lua_State *L) {
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lua_getglobal(L, CALLBACKTABLE_NAME);
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}
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void LuaCallback::pushObjectCallbackTable(lua_State *L, uint objectHandle) {
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pushCallbackTable(L);
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// Push Object Callback table onto the stack
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lua_pushnumber(L, objectHandle);
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lua_gettable(L, -2);
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// Pop the callback table from the stack
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lua_remove(L, -2);
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}
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} // End of namespace Sword25
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