diff options
Diffstat (limited to '')
-rw-r--r-- | src/lua/UHookableEvent.pas | 758 | ||||
-rw-r--r-- | src/lua/ULuaCore.pas | 1970 | ||||
-rw-r--r-- | src/lua/ULuaParty.pas | 780 | ||||
-rw-r--r-- | src/lua/ULuaScreenSing.pas | 976 | ||||
-rw-r--r-- | src/lua/ULuaUsdx.pas | 288 | ||||
-rw-r--r-- | src/lua/ULuaUtils.pas | 370 |
6 files changed, 2571 insertions, 2571 deletions
diff --git a/src/lua/UHookableEvent.pas b/src/lua/UHookableEvent.pas index 8ad7ea9c..7193654a 100644 --- a/src/lua/UHookableEvent.pas +++ b/src/lua/UHookableEvent.pas @@ -1,380 +1,380 @@ -{* UltraStar Deluxe - Karaoke Game
- *
- * UltraStar Deluxe is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * 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; see the file COPYING. If not, write to
- * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- *}
-
-unit UHookableEvent;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses ULua;
-
-type
- { Record holding information about a hook of an event }
- PHook = ^THook;
- THook = record
- Handle: Integer; //< Handle to identify the hook, e.g. for unhooking by plugin
- Parent: Integer; //< Lua Core Handle this hook belongs to
-
- Func: String; //< Name of the global that holds the function
-
- Next: PHook; //< Next Hook in list (nil for the first)
- end;
-
- { procedure is called before each call to the hooking lua functions, to push values on stack
- returns the number of pushed arguments}
- PrepareStackProc = Function(L: PLua_State): Integer;
-
- { class representing a hookable event }
- THookableEvent = class
- private
- iHandle: Integer; //< used to unregister at lua core
- LastHook: PHook; //< last hook in hook list, first to be called
- NextHookHandle: Integer; //< handle to identify next hook
-
- sName: String; //< the events name
-
- PrepareStack: PrepareStackProc; //< prepare stack procedure passed to constructor
- CallinProcess: boolean; //< true if a chain call is in process, to prepare unhooking during calls
- HooksToRemove: array of PHook; // hooks to delete after chaincall
-
- procedure RemoveWaitingHooks;
- public
- constructor Create(Name: String; const Proc: PrepareStackProc = nil);
-
- property Name: String read sName; //< returns the events name
- property Handle: Integer read iHandle; //< returns the events name
-
- procedure Hook(L: Plua_State; Parent: Integer; Func: String); //< pushes hook object/table to the lua stack
- procedure UnHook(L: Plua_State; hHook: Integer); //< unhook by plugin. push true or error string to lua stack
-
- procedure UnHookByParent(Parent: Integer); //< deletes all hooks by a specified parent (unhook by core)
-
- function CallHookChain(Breakable: Boolean): PLua_State; //< calls the events hookchain. if breakable, plugin can breake the chain by returning a value != 0 or false or nil
-
- destructor Destroy; override;
- end;
-
-{ the default function for THookableEvent.PrepareStack it don't pass any arguments }
-function PrepareStack_Dummy(L: PLua_State): Integer;
-
-{ function in resulting hook table. it calls the unhook command of the event on plugins demand }
-function LuaHook_UnHook(L: Plua_State): Integer; cdecl;
-
-implementation
-uses ULuaCore;
-
-constructor THookableEvent.Create(Name: String; const Proc: PrepareStackProc);
-begin
- inherited Create;
-
- Self.sName := Name;
-
- if (@Proc = nil) then
- Self.PrepareStack := @PrepareStack_Dummy
- else
- Self.PrepareStack := Proc;
-
- //init LastHook pointer w/ nil
- LastHook := nil;
- NextHookHandle := 1;
-
- iHandle := LuaCore.RegisterEvent(Self);
-end;
-
-destructor THookableEvent.Destroy;
-var
- Prev: PHook;
- Cur: PHook;
-begin
- //delete all hooks
- Cur := LastHook;
- While (Cur <> nil) do
- begin
- Prev := Cur;
- Cur := Prev.Next;
-
- Dispose(Prev);
- end;
-
- //remove from luacores list
- LuaCore.UnRegisterEvent(iHandle);
-
- inherited;
-end;
-
-{ adds hook to events list and pushes hook object/table to the lua stack }
-procedure THookableEvent.Hook(L: PLua_State; Parent: Integer; Func: String);
- var
- Item: PHook;
- P: TLuaPlugin;
-begin
- P := LuaCore.GetPluginById(Parent);
- if (P <> nil) then
- begin
- // get mem and fill it w/ data
- New(Item);
- Item.Handle := NextHookHandle;
- Inc(NextHookHandle);
-
- Item.Parent := Parent;
- Item.Func := Func;
-
- // add at front of the hook chain
- Item.Next := LastHook;
- LastHook := Item;
-
- //we need 2 free stack slots
- lua_checkstack(L, 2);
-
- //create the hook table, we need 2 elements (event name and unhook function)
- lua_createtable(L, 0, 2);
-
- //push events name
- lua_pushstring(L, PAnsiChar(Name));
-
- //add the name to the table
- lua_setfield(L, -2, 'Event');
-
- //push hook id to the stack
- lua_pushinteger(L, Item.Handle);
-
- //create a c closure, append one value from stack(the id)
- //this will pop both, the function and the id
- lua_pushcclosure(L, LuaHook_UnHook, 1);
-
- //add the function to our table
- lua_setfield(L, -2, 'Unhook');
-
- //the table is left on the stack, it is our result
- end;
-end;
-
-{ removes hooks in HookstoRemove array from chain }
-procedure THookableEvent.RemoveWaitingHooks;
- function IsInArray(Cur: PHook): boolean;
- var I: Integer;
- begin
- Result := false;
- for I := 0 to high(HooksToRemove) do
- if (HooksToRemove[I] = Cur) then
- begin
- Result := true;
- Break;
- end;
- end;
-
- var
- Cur, Prev: PHook;
-begin
- Prev := nil;
- Cur := LastHook;
-
- while (Cur <> nil) do
- begin
- if (IsInArray(Cur)) then
- begin //we found the hook
- if (prev <> nil) then
- Prev.Next := Cur.Next
- else //last hook found
- LastHook := Cur.Next;
-
- //free hooks memory
- Dispose(Cur);
-
- if (prev <> nil) then
- Cur := Prev.Next
- else
- Cur := LastHook;
- end
- else
- begin
- Prev := Cur;
- Cur := Prev.Next;
- end;
- end;
-
- SetLength(HooksToRemove, 0);
-end;
-
-{ unhook by plugin. push true or error string to lua stack }
-procedure THookableEvent.UnHook(L: Plua_State; hHook: Integer);
- var
- Cur, Prev: PHook;
- Len: integer;
-begin
- if (hHook < NextHookHandle) and (hHook > 0) then
- begin
- //Search for the Hook
- Prev := nil;
- Cur := LastHook;
-
- while (Cur <> nil) do
- begin
- if (Cur.Handle = hHook) then
- begin //we found the hook
- if not CallinProcess then
- begin // => remove it
- if (prev <> nil) then
- Prev.Next := Cur.Next
- else //last hook found
- LastHook := Cur.Next;
-
- //free hooks memory
- Dispose(Cur);
- end
- else
- begin // add to list of hooks to remove
- Len := Length(HooksToRemove);
- SetLength(HooksToRemove, Len + 1);
- HooksToRemove[Len] := Cur;
- end;
-
- //indicate success
- lua_pushboolean(L, True);
- exit; //break the chain and exit the function
- end;
- Prev := Cur;
- Cur := Prev.Next;
- end;
-
- lua_pushstring(L, PAnsiChar('handle already unhooked')); //the error description
- end
- else
- lua_pushstring(L, PAnsiChar('undefined hook handle')); //the error description
-end;
-
-{ deletes all hooks by a specified parent (unhook by core) }
-procedure THookableEvent.UnHookByParent(Parent: Integer);
- var
- Cur, Prev: PHook;
-begin
- Prev := nil;
- Cur := LastHook;
-
- While (Cur <> nil) do
- begin
- if (Cur.Parent = Parent) then
- begin //found a hook from parent => remove it
- if (Prev <> nil) then
- Prev.Next := Cur.Next
- Else
- LastHook := Cur.Next;
-
- Dispose(Cur);
-
- if (Prev <> nil) then
- Cur := Prev.Next
- else
- Cur := LastHook;
- end
- else //move through the chain
- begin
- Prev := Cur;
- Cur := Prev.Next;
- end;
- end;
-end;
-
-{ calls the events hookchain. if breakable, plugin can breake the chain
- by returning a value
- breakable is pushed as the first parameter to the hooking functions
- if chain is broken the LuaStack is returned, with all results left
- you may call lua_clearstack }
-function THookableEvent.CallHookChain(Breakable: Boolean): Plua_State;
- var
- Cur: PHook;
- P: TLuaPlugin;
-begin
- Result := nil;
-
- CallinProcess := true;
-
- Cur := LastHook;
- While (Cur <> nil) do
- begin
- P := LuaCore.GetPluginById(Cur.Parent);
- lua_pushboolean(P.LuaState, Breakable);
-
- if (P.CallFunctionByName(Cur.Func, 1 + PrepareStack(P.LuaState), LUA_MULTRET))
- and Breakable
- and (lua_gettop(P.LuaState) > 0) then
- begin //Chain Broken
- Result := P.LuaState;
- Break;
- end;
-
- Cur := Cur.Next;
- end;
-
- RemoveWaitingHooks;
- CallinProcess := false;
-end;
-
-{ the default function for THookableEvent.PrepareStack it don't pass any arguments }
-function PrepareStack_Dummy(L: PLua_State): Integer;
-begin
- Result := 0;
-end;
-
-{ function in resulting hook table. it calls the unhook command of the event on plugins demand }
-function LuaHook_UnHook(L: Plua_State): Integer; cdecl;
- var
- Name: string;
- Event: THookableEvent;
- hHook: integer;
-begin
- Result := 0;
-
- if not lua_isTable(L, 1) then
- LuaL_Error(L, 'Can''t find hook table in LuaHook_Unhook. Please call Unhook with method seperator (colon) instead of a point.');
-
- // get event name
- Lua_GetField(L, 1, 'Event');
- if not lua_isString(L, -1) then
- LuaL_Error(L, 'Can''t get event name in LuaHook_Unhook');
-
- Name := Lua_ToString(L, -1);
-
- // get event by name
- Event := LuaCore.GetEventbyName(Name);
-
- // free stack slots
- Lua_pop(L, Lua_GetTop(L));
-
- if (Event = nil) then
- LuaL_Error(L, PAnsiChar('event ' + Name + ' does not exist (anymore?) in LuaHook_Unhook'));
-
- // get the hookid
- hHook := lua_ToInteger(L, lua_upvalueindex(1));
-
- Event.UnHook(L, hHook);
-end;
-
+{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * 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; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit UHookableEvent; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses ULua; + +type + { Record holding information about a hook of an event } + PHook = ^THook; + THook = record + Handle: Integer; //< Handle to identify the hook, e.g. for unhooking by plugin + Parent: Integer; //< Lua Core Handle this hook belongs to + + Func: String; //< Name of the global that holds the function + + Next: PHook; //< Next Hook in list (nil for the first) + end; + + { procedure is called before each call to the hooking lua functions, to push values on stack + returns the number of pushed arguments} + PrepareStackProc = Function(L: PLua_State): Integer; + + { class representing a hookable event } + THookableEvent = class + private + iHandle: Integer; //< used to unregister at lua core + LastHook: PHook; //< last hook in hook list, first to be called + NextHookHandle: Integer; //< handle to identify next hook + + sName: String; //< the events name + + PrepareStack: PrepareStackProc; //< prepare stack procedure passed to constructor + CallinProcess: boolean; //< true if a chain call is in process, to prepare unhooking during calls + HooksToRemove: array of PHook; // hooks to delete after chaincall + + procedure RemoveWaitingHooks; + public + constructor Create(Name: String; const Proc: PrepareStackProc = nil); + + property Name: String read sName; //< returns the events name + property Handle: Integer read iHandle; //< returns the events name + + procedure Hook(L: Plua_State; Parent: Integer; Func: String); //< pushes hook object/table to the lua stack + procedure UnHook(L: Plua_State; hHook: Integer); //< unhook by plugin. push true or error string to lua stack + + procedure UnHookByParent(Parent: Integer); //< deletes all hooks by a specified parent (unhook by core) + + function CallHookChain(Breakable: Boolean): PLua_State; //< calls the events hookchain. if breakable, plugin can breake the chain by returning a value != 0 or false or nil + + destructor Destroy; override; + end; + +{ the default function for THookableEvent.PrepareStack it don't pass any arguments } +function PrepareStack_Dummy(L: PLua_State): Integer; + +{ function in resulting hook table. it calls the unhook command of the event on plugins demand } +function LuaHook_UnHook(L: Plua_State): Integer; cdecl; + +implementation +uses ULuaCore; + +constructor THookableEvent.Create(Name: String; const Proc: PrepareStackProc); +begin + inherited Create; + + Self.sName := Name; + + if (@Proc = nil) then + Self.PrepareStack := @PrepareStack_Dummy + else + Self.PrepareStack := Proc; + + //init LastHook pointer w/ nil + LastHook := nil; + NextHookHandle := 1; + + iHandle := LuaCore.RegisterEvent(Self); +end; + +destructor THookableEvent.Destroy; +var + Prev: PHook; + Cur: PHook; +begin + //delete all hooks + Cur := LastHook; + While (Cur <> nil) do + begin + Prev := Cur; + Cur := Prev.Next; + + Dispose(Prev); + end; + + //remove from luacores list + LuaCore.UnRegisterEvent(iHandle); + + inherited; +end; + +{ adds hook to events list and pushes hook object/table to the lua stack } +procedure THookableEvent.Hook(L: PLua_State; Parent: Integer; Func: String); + var + Item: PHook; + P: TLuaPlugin; +begin + P := LuaCore.GetPluginById(Parent); + if (P <> nil) then + begin + // get mem and fill it w/ data + New(Item); + Item.Handle := NextHookHandle; + Inc(NextHookHandle); + + Item.Parent := Parent; + Item.Func := Func; + + // add at front of the hook chain + Item.Next := LastHook; + LastHook := Item; + + //we need 2 free stack slots + lua_checkstack(L, 2); + + //create the hook table, we need 2 elements (event name and unhook function) + lua_createtable(L, 0, 2); + + //push events name + lua_pushstring(L, PAnsiChar(Name)); + + //add the name to the table + lua_setfield(L, -2, 'Event'); + + //push hook id to the stack + lua_pushinteger(L, Item.Handle); + + //create a c closure, append one value from stack(the id) + //this will pop both, the function and the id + lua_pushcclosure(L, LuaHook_UnHook, 1); + + //add the function to our table + lua_setfield(L, -2, 'Unhook'); + + //the table is left on the stack, it is our result + end; +end; + +{ removes hooks in HookstoRemove array from chain } +procedure THookableEvent.RemoveWaitingHooks; + function IsInArray(Cur: PHook): boolean; + var I: Integer; + begin + Result := false; + for I := 0 to high(HooksToRemove) do + if (HooksToRemove[I] = Cur) then + begin + Result := true; + Break; + end; + end; + + var + Cur, Prev: PHook; +begin + Prev := nil; + Cur := LastHook; + + while (Cur <> nil) do + begin + if (IsInArray(Cur)) then + begin //we found the hook + if (prev <> nil) then + Prev.Next := Cur.Next + else //last hook found + LastHook := Cur.Next; + + //free hooks memory + Dispose(Cur); + + if (prev <> nil) then + Cur := Prev.Next + else + Cur := LastHook; + end + else + begin + Prev := Cur; + Cur := Prev.Next; + end; + end; + + SetLength(HooksToRemove, 0); +end; + +{ unhook by plugin. push true or error string to lua stack } +procedure THookableEvent.UnHook(L: Plua_State; hHook: Integer); + var + Cur, Prev: PHook; + Len: integer; +begin + if (hHook < NextHookHandle) and (hHook > 0) then + begin + //Search for the Hook + Prev := nil; + Cur := LastHook; + + while (Cur <> nil) do + begin + if (Cur.Handle = hHook) then + begin //we found the hook + if not CallinProcess then + begin // => remove it + if (prev <> nil) then + Prev.Next := Cur.Next + else //last hook found + LastHook := Cur.Next; + + //free hooks memory + Dispose(Cur); + end + else + begin // add to list of hooks to remove + Len := Length(HooksToRemove); + SetLength(HooksToRemove, Len + 1); + HooksToRemove[Len] := Cur; + end; + + //indicate success + lua_pushboolean(L, True); + exit; //break the chain and exit the function + end; + Prev := Cur; + Cur := Prev.Next; + end; + + lua_pushstring(L, PAnsiChar('handle already unhooked')); //the error description + end + else + lua_pushstring(L, PAnsiChar('undefined hook handle')); //the error description +end; + +{ deletes all hooks by a specified parent (unhook by core) } +procedure THookableEvent.UnHookByParent(Parent: Integer); + var + Cur, Prev: PHook; +begin + Prev := nil; + Cur := LastHook; + + While (Cur <> nil) do + begin + if (Cur.Parent = Parent) then + begin //found a hook from parent => remove it + if (Prev <> nil) then + Prev.Next := Cur.Next + Else + LastHook := Cur.Next; + + Dispose(Cur); + + if (Prev <> nil) then + Cur := Prev.Next + else + Cur := LastHook; + end + else //move through the chain + begin + Prev := Cur; + Cur := Prev.Next; + end; + end; +end; + +{ calls the events hookchain. if breakable, plugin can breake the chain + by returning a value + breakable is pushed as the first parameter to the hooking functions + if chain is broken the LuaStack is returned, with all results left + you may call lua_clearstack } +function THookableEvent.CallHookChain(Breakable: Boolean): Plua_State; + var + Cur: PHook; + P: TLuaPlugin; +begin + Result := nil; + + CallinProcess := true; + + Cur := LastHook; + While (Cur <> nil) do + begin + P := LuaCore.GetPluginById(Cur.Parent); + lua_pushboolean(P.LuaState, Breakable); + + if (P.CallFunctionByName(Cur.Func, 1 + PrepareStack(P.LuaState), LUA_MULTRET)) + and Breakable + and (lua_gettop(P.LuaState) > 0) then + begin //Chain Broken + Result := P.LuaState; + Break; + end; + + Cur := Cur.Next; + end; + + RemoveWaitingHooks; + CallinProcess := false; +end; + +{ the default function for THookableEvent.PrepareStack it don't pass any arguments } +function PrepareStack_Dummy(L: PLua_State): Integer; +begin + Result := 0; +end; + +{ function in resulting hook table. it calls the unhook command of the event on plugins demand } +function LuaHook_UnHook(L: Plua_State): Integer; cdecl; + var + Name: string; + Event: THookableEvent; + hHook: integer; +begin + Result := 0; + + if not lua_isTable(L, 1) then + LuaL_Error(L, 'Can''t find hook table in LuaHook_Unhook. Please call Unhook with method seperator (colon) instead of a point.'); + + // get event name + Lua_GetField(L, 1, 'Event'); + if not lua_isString(L, -1) then + LuaL_Error(L, 'Can''t get event name in LuaHook_Unhook'); + + Name := Lua_ToString(L, -1); + + // get event by name + Event := LuaCore.GetEventbyName(Name); + + // free stack slots + Lua_pop(L, Lua_GetTop(L)); + + if (Event = nil) then + LuaL_Error(L, PAnsiChar('event ' + Name + ' does not exist (anymore?) in LuaHook_Unhook')); + + // get the hookid + hHook := lua_ToInteger(L, lua_upvalueindex(1)); + + Event.UnHook(L, hHook); +end; + end.
\ No newline at end of file diff --git a/src/lua/ULuaCore.pas b/src/lua/ULuaCore.pas index ea57b68b..e08dc488 100644 --- a/src/lua/ULuaCore.pas +++ b/src/lua/ULuaCore.pas @@ -1,985 +1,985 @@ -{* UltraStar Deluxe - Karaoke Game
- *
- * UltraStar Deluxe is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * 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; see the file COPYING. If not, write to
- * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- *}
-
-unit ULuaCore;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- SysUtils,
- UHookableEvent,
- ULua,
- UPath;
-
-type
- { this exception is raised when the lua panic function
- is called. Only in case we use call instead of pcall.
- it has the lua error string in its message attribute }
- ELuaException = class(Exception);
-
- { record represents item of Eventlist of TLuaCore }
- PEventListItem = ^TEventListItem;
- TEventListItem = record
- Event: THookableEvent;
- Next: PEventListItem;
- end;
-
- { record represents a module }
- TLuaModule = record
- Name: string;
- Functions: array of luaL_reg; // modules functions, with trailing nils this time
- end;
-
- TLuaPlugin_Status = (psNone, psRunning, psClosed, psErrorOnLoad, psErrorOnCall, psErrorInInit, psErrorOnRun);
-
- { class represents a loaded plugin }
- TLuaPlugin = class
- private
- iId: integer;
- Filename: IPath;
- State: Plua_State; //< all functions of this plugin are called with this Lua state
- bPaused: boolean; //< If true no lua functions from this state are called
- ErrorCount: integer; //< counts the errors that occured during function calls of this plugin
- ShutDown: boolean; //< for self shutdown by plugin. true if plugin wants to be unloaded after execution of current function
-
- sName: string;
- sVersion: string;
- sAuthor: string;
- sURL: string;
-
- sStatus: TLuaPlugin_Status;
- public
- constructor Create(Filename: IPath; Id: integer);
-
- property Id: integer read iId;
- property Name: string read sName;
- property Version: string read sVersion;
- property Author: string read sAuthor;
- property Url: string read sUrl;
-
- property Status: TLuaPlugin_Status read sStatus;
- property CountErrors: integer read ErrorCount;
-
- property LuaState: Plua_State read State;
-
- procedure Load;
-
- procedure Register(Name, Version, Author, Url: string);
- function HasRegistered: boolean;
-
- procedure PausePlugin(doPause: boolean);
- property Paused: boolean read bPaused write PausePlugin;
-
- procedure ShutMeDown;
-
- { calls the lua function in the global with the given name.
- the arguments to the function have to be pushed to the stack
- before calling this function.
- the arguments and the function will be removed from stack
- results will not be removed.
- if result is false there was an error calling the function
- if ReportErrors is true the errorstring is popped from stack
- and written to error.log otherwise it is left on stack}
- function CallFunctionByName(Name: string;
- const nArgs: integer = 0;
- const nResults: integer = 0;
- const ReportErrors: boolean = true): boolean;
- procedure ClearStack;
-
- procedure Unload; //< Destroys the Luastate, and frees as much mem as possible, without destroying the class and important information
-
- destructor Destroy; override;
- end;
-
- { class managing the plugins with their LuaStates, the events and modules
- it also offers the usdx table to the plugins with some basic functionality
- like self unload or hook getting}
- TLuaCore = class
- private
- EventList: PEventListItem; //< pointer to first registred Event, ordered by name
- EventHandles: array of string; //< Index is Events handle, value is events name. if length(value) is 0 handle is considered unregistred
-
- Plugins: array of TLuaPlugin;
-
- eLoadingFinished: THookableEvent;
- protected
- Modules: array of TLuaModule; //< modules that has been registred, has to be proctected because fucntions of this unit need to get access
-
- function GetModuleIdByName(Name: string): integer; // returns id of given module, or -1 if module is not found
- public
- constructor Create;
- destructor Destroy; override;
-
- procedure LoadPlugins; //< calls LoadPlugin with Plugindir and LoadingFinished Eventchain
-
- procedure BrowseDir(Dir: IPath); //< searches for files with extension .usdx in the specified dir and tries to load them with lua
- procedure LoadPlugin(Filename: IPath); //< tries to load filename with lua and creates the default usdx lua environment for the plugins state
-
- function GetPluginByName(Name: string): TLuaPlugin;
- function GetPluginById(Id: integer): TLuaPlugin;
-
- { this function adds a module loader for your functions
- name is the name the script needs to write in its require()
- Functions is an array of lua calling compatible functions
- without trailing nils! }
- procedure RegisterModule(Name: string; const Functions: array of luaL_reg);
-
- function RegisterEvent(Event: THookableEvent): integer; //< adds the event to eventlist and returns its handle
- procedure UnRegisterEvent(hEvent: integer); //< removes the event from eventlist by handle
-
- function GetEventbyName(Name: string): THookableEvent; //< tries to find the event with the given name in the list
- function GetEventbyHandle(hEvent: integer): THookableEvent; //< tries to find the event with the given handle
-
- procedure UnHookByParent(Parent: integer); //< remove all hooks by given parent id from all events
-
- procedure PrepareState(L: Plua_State);
-
- procedure DumpPlugins; //< prints plugin runtime information with Log.LogStatus
- end;
-
-// some luastyle functions to call from lua scripts
-{ register global, used by plugins to identify
- register(plugin name, plugin version, [plugin author], [plugin homepage])
- can only be called once since the global "register" is niled by the function
- returns true on success. (name does not exist)}
-function TLuaPlugin_Register (L: Plua_State): integer; cdecl;
-
-{ moduleloader for usdx.* modules
- stored in package.loaders[3]
- package.loaders[3] (module name)
- returns a function to load the requested module or a error
- description(string) when the module is not found }
-function TLuaCore_ModuleLoader (L: Plua_State): integer; cdecl;
-
-{ loads module specified by a cfunction upvalue to
- usdx.modulename and returns it.
- loadmodule(module name) }
-function TLuaCore_LoadModule (L: Plua_State): integer; cdecl;
-
-{ custom lua panic function
- it writes error string to error.log and raises an ELuaException
- that may be caught }
-function TLua_CustomPanic (L: Plua_State): integer; cdecl;
-
-{ replacement for luas require function
- can be called with more than one parameter to require
- some modules at once. e.g.: require('math', 'Usdx.Log')
- modules are loaded from right to left
- unlike standard require the module tables are not returned
- the standard require function in _require is called by
- this function }
-function TLua_CustomRequire(L: PLua_State): integer; cdecl;
-
-var
- LuaCore: TLuaCore;
-
-implementation
-
-uses
- StrUtils,
- ULog,
- UFilesystem,
- ULuaUsdx,
- UPathUtils,
- ULuaUtils;
-
-constructor TLuaCore.Create;
-begin
- inherited;
-
- // init EventList with nil
- EventList := nil;
-
- eLoadingFinished := nil;
-end;
-
-destructor TLuaCore.Destroy;
-var
- Cur: PEventListItem;
- Prev: PEventListItem;
-begin
- SetLength(EventHandles, 0);
-
- // delete event list
- Cur := EventList;
-
- while(Cur <> nil) do
- begin
- Prev := Cur;
- Cur := Prev.Next;
-
- Dispose(Prev);
- end;
-
- inherited;
-end;
-
-{ calls BrowseDir with plugin dir and LoadingFinished eventchain }
-procedure TLuaCore.LoadPlugins;
-begin
- // we have to create event here, because in create it can
- // not be registred, because LuaCore is no assigned
- if (not Assigned(eLoadingFinished)) then
- eLoadingFinished := THookableEvent.Create('Usdx.LoadingFinished');
-
- BrowseDir(PluginPath);
- eLoadingFinished.CallHookChain(false);
-end;
-
-{ searches for files with extension .usdx in the specified
- dir and tries to load them with lua }
-procedure TLuaCore.BrowseDir(Dir: IPath);
- var
- Iter: IFileIterator;
- FileInfo: TFileInfo;
- FileName: IPath;
- Ext: IPath;
-begin
- Ext := Path('.usdx');
-
- // search for all files and directories
- Iter := FileSystem.FileFind(Dir.Append('*'), faAnyFile);
- while (Iter.HasNext) do
- begin
- FileInfo := Iter.Next;
- FileName := FileInfo.Name;
- if ((FileInfo.Attr and faDirectory) <> 0) then
- begin
- if (not FileName.Equals('.')) and (not FileName.Equals('..')) then
- BrowseDir(Dir.Append(FileName));
- end
- else
- begin
- if (Ext.Equals(FileName.GetExtension(), true)) then
- begin
- LoadPlugin(Dir.Append(FileName));
- end;
- end;
- end;
-end;
-
-{ tries to load filename with lua and creates the default
- usdx lua environment for the plugins state }
-procedure TLuaCore.LoadPlugin(Filename: IPath);
- var
- Len: integer;
-begin
- Len := Length(Plugins);
- SetLength(Plugins, Len + 1);
- Plugins[Len] := TLuaPlugin.Create(Filename, Len);
- Plugins[Len].Load;
-end;
-
-{ returns Plugin on success nil on failure }
-function TLuaCore.GetPluginByName(Name: string): TLuaPlugin;
- var
- I: integer;
-begin
- Result := nil;
- Name := lowercase(Name);
-
- for I := 0 to High(Plugins) do
- if (lowercase(Plugins[I].Name) = Name) then
- begin
- Result := GetPluginById(I);
- Exit;
- end;
-end;
-
-{ returns Plugin on success nil on failure }
-function TLuaCore.GetPluginById(Id: integer): TLuaPlugin;
-begin
- if (Id >= 0) and (Id <= High(Plugins)) then
- Result := Plugins[Id]
- else
- Result := nil;
-end;
-
-{ this function adds a module loader for your functions
- name is the name the script needs to write in its require()
- Functions is an array of lua calling compatible functions
- without trailing nils! }
-procedure TLuaCore.RegisterModule(Name: string; const Functions: array of luaL_reg);
- var
- Len: integer;
- FuncLen: integer;
- I: integer;
-begin
- Len := Length(Modules);
- SetLength(Modules, Len + 1);
- Modules[Len].Name := Name;
-
- FuncLen := Length(Functions);
- SetLength(Modules[Len].Functions, FuncLen + 1);
-
- for I := 0 to FuncLen-1 do
- Modules[Len].Functions[I] := Functions[I];
-
- Modules[Len].Functions[FuncLen].name := nil;
- Modules[Len].Functions[FuncLen].func := nil;
-end;
-
-{ adds the event to eventlist and returns its handle
- called by THookableEvent on creation }
-function TLuaCore.RegisterEvent(Event: THookableEvent): integer;
-var
- Cur, Prev, Item: PEventListItem;
-begin
- if (Event <> nil) and (Length(Event.Name) > 0) then
- begin
- Result := Length(EventHandles);
- SetLength(EventHandles, Result + 1); // get Handle and copy it to result
-
- EventHandles[Result] := Event.Name;
-
- // create eventlist item
- New(Item);
- Item.Event := Event;
-
- // search for a place for this event in alphabetical order
- Prev := nil;
- Cur := EventList;
-
- while (Cur <> nil) and (CompareStr(Cur.Event.Name, EventHandles[Result]) < 0) do
- begin
- Prev := Cur;
- Cur := Prev.Next;
- end;
-
- // found the place => add new item
- if (Prev <> nil) then
- Prev.Next := Item
- else // first item
- EventList := Item;
-
- Item.Next := Cur;
- end
- else
- Result := -1;
-end;
-
-{ removes the event from eventlist by handle }
-procedure TLuaCore.UnRegisterEvent(hEvent: integer);
- var
- Cur, Prev: PEventListItem;
-begin
- if (hEvent >= 0) and (hEvent <= High(EventHandles)) and (Length(EventHandles[hEvent]) > 0) then
- begin // hEvent in bounds and not already deleted
- // delete from eventlist
- Prev := nil;
- Cur := EventList;
-
- while (Cur <> nil) and (CompareStr(Cur.Event.Name, EventHandles[hEvent]) < 0) do
- begin
- Prev := Cur;
- Cur := Prev.Next;
- end;
-
- if (Cur <> nil) and (Cur.Event.Name = EventHandles[hEvent]) then
- begin // delete if found
- Prev.Next := Cur.Next; // remove from list
- Dispose(Cur); // free memory
- end;
-
- // delete from handle array
- EventHandles[hEvent] := '';
- end;
-end;
-
-{ tries to find the event with the given name in the list
- to-do : use binary search algorithm instead of linear search here
- check whether this is possible (events are saved in a pointer list) }
-function TLuaCore.GetEventbyName(Name: string): THookableEvent;
- var
- Cur: PEventListItem;
-begin
- Result := nil;
-
- if (Length(Name) > 0) then
- begin
- // search in eventlist
- Cur := EventList;
-
- while (Cur <> nil) and (CompareStr(Cur.Event.Name, Name) < 0) do
- begin
- Cur := Cur.Next;
- end;
-
- if (Cur <> nil) and (Cur.Event.Name = Name) then
- begin // we found what we want to find
- Result := Cur.Event;
- end;
- end;
-end;
-
-{ tries to find the event with the given handle }
-function TLuaCore.GetEventbyHandle(hEvent: integer): THookableEvent;
-begin
- if (hEvent >= 0) and (hEvent <= High(EventHandles)) and (Length(EventHandles[hEvent]) > 0) then
- begin // hEvent in bounds and not already deleted
- Result := GetEventByName(EventHandles[hEvent]);
- end
- else
- Result := nil;
-end;
-
-{ remove all hooks by given parent id from all events }
-procedure TLuaCore.UnHookByParent(Parent: integer);
- var
- Cur: PEventListItem;
-begin
- if (Parent >= 0) and (Parent <= High(Plugins)) then
- begin
- // go through event list
- Cur := EventList;
-
- while (Cur <> nil) do
- begin
- Cur.Event.UnHookByParent(Parent);
- Cur := Cur.Next;
- end;
- end;
-end;
-
-{ prepares the given already opened Lua state with the
- basic usdx environment, e.g.: base and package Modules,
- usdx moduleloader and usdx table }
-procedure TLuaCore.PrepareState(L: Plua_State);
-begin
- // load basic lib functionality
- lual_openLibs(L);
- lua_pop(L,1);
-
- // get package.searchers (former package.loaders) table
- lua_getGlobal (L, PChar('package'));
-{$IF LUA_VERSION_NUM >= 502}
- lua_getfield(L,-1,PChar('searchers'));
-{$ELSE}
- lua_getfield(L,-1,PChar('loaders'));
-{$IFEND}
-
- {**** Move C-Library and all-in-one module loader backwards,
- slot 3 is free now }
- // get package.loaders[4] function
- lua_pushinteger(L, 5); // push new index
- lua_pushinteger(L, 4); // push old index
- lua_gettable (L, -3);
-
- // and move it to package.loaders[5]
- lua_settable (L, -3);
-
- // get package.loaders[3] function
- lua_pushinteger(L, 4); // push new index
- lua_pushinteger(L, 3); // push old index
- lua_gettable (L, -3);
-
- // and move it to package.loaders[4]
- lua_settable (L, -3);
-
- {**** now we add the core module to package.loaders[3] }
- lua_pushinteger(L, 3); // push new loaders index
- lua_pushcfunction(L, TLuaCore_ModuleLoader);
-
- // and move it to package.loaders[3]
- lua_settable (L, -3);
-
- // pop both package and package.loaders tables from stack
- lua_pop(L, 2);
-
- {**** replace the standard require with our custom require function }
- // first move standard require function to _require
- lua_getglobal(L, PChar('require'));
-
- lua_setglobal(L, PChar('_require'));
-
- // then save custom require function to require
- lua_pushcfunction(L, TLua_CustomRequire);
-
- lua_setglobal(L, PChar('require'));
-
- {**** now we create the usdx table }
- // at first functions from ULuaUsdx
- luaL_register(L, 'Usdx', @ULuaUsdx_Lib_f[0]);
-end;
-
-{ returns id of given module, or -1 if module is not found }
-function TLuaCore.GetModuleIdByName(Name: string): integer;
- var
- I: integer;
-begin
- Result := -1;
-
- for I := 0 to High(Modules) do
- if (Modules[I].Name = Name) then
- begin
- Result := I;
- Exit;
- end;
-end;
-
-{ moduleloader for usdx.* modules
- stored in package.loaders[3]
- package.loaders[3] (module name)
- returns a function to load the requested module or an error
- description(string) when the module is not found }
-function TLuaCore_ModuleLoader (L: Plua_State): integer; cdecl;
- var
- Name: string;
- ID: integer;
-begin
- Result := 1; // we will return one value in any case (or never return in case of an error)
-
- if (lua_gettop(L) >= 1) then
- begin
- // pop all arguments but the first
- if (lua_gettop(L) > 1) then
- lua_pop(L, lua_gettop(L)-1);
-
-
- if (lua_IsString(L, 1)) then
- begin // we got the name => go get it
- Name := lua_toString(L, 1);
-
- // we need at least 6 letters
- // and first 5 letters have to be usdx.
- if (Length(Name) > 5) and (lowercase(copy(Name, 1, 5))='usdx.') then
- begin
- ID := LuaCore.GetModuleIdByName(copy(Name, 6, Length(Name) - 5));
- if (ID >= 0) then
- begin // found the module -> return loader function
- lua_pushinteger(L, Id);
- lua_pushcclosure(L, TLuaCore_LoadModule, 1);
- // the function is the result, so we leave it on stack
- end
- else
- lua_pushString(L, PChar('usdx module "' + Name + '" couldn''t be found'));
- end
- else
- lua_pushString(L, PChar('module doesn''t have "Usdx." prefix'));
-
- end
- else
- luaL_argerror(L, 1, PChar('string expected'));
- end
- else
- luaL_error(L, PChar('no modulename specified in usdx moduleloader'));
-end;
-
-{ loads module specified by a cfunction upvalue to
- usdx.modulename and returns it.
- loadmodule(module name) }
-function TLuaCore_LoadModule (L: Plua_State): integer; cdecl;
- var
- Id: integer;
-begin
- if (not lua_isnoneornil(L, lua_upvalueindex(1))) then
- begin
- Id := lua_ToInteger(L, lua_upvalueindex(1));
-{$IF LUA_VERSION_NUM >= 502}
- // set module table as a field of the global Usdx
- lua_getglobal(L,Pchar('Usdx'));
- luaL_register(L, PChar(LuaCore.Modules[Id].Name), @LuaCore.Modules[Id].Functions[0]);
- lua_setfield(L, -2, PChar(LuaCore.Modules[Id].Name));
-{$ELSE}
- luaL_register(L, PChar('Usdx.' + LuaCore.Modules[Id].Name), @LuaCore.Modules[Id].Functions[0]);
-
- // set the modules table as global "modulename"
- // so it can be accessed either by Usdx.modulename.x() or
- // by modulename.x()
- lua_setglobal(L, PChar(LuaCore.Modules[Id].Name));
-
- // no we net to push the table again to return it
- lua_getglobal(L, PChar(LuaCore.Modules[Id].Name));
-{$IFEND}
- Result := 1; // return table
- end
- else
- luaL_error(L, PChar('no upvalue found in LuaCore_LoadModule'));
-end;
-
-{ prints plugin runtime information with Log.LogStatus }
-procedure TLuaCore.DumpPlugins;
- function PluginStatusToString(Status: TLuaPlugin_Status): string;
- begin
- case Status of
- psNone: Result := 'not loaded';
- psRunning: Result := 'running';
- psClosed: Result := 'closed';
- psErrorOnLoad: Result := 'error during load';
- psErrorOnCall: Result := 'error during call';
- psErrorInInit: Result := 'error in plugin_init()';
- psErrorOnRun: Result := 'error on function call';
- else Result := 'unknown';
- end;
- end;
-
-var
- I: integer;
-begin
- // print table header
- Log.LogStatus(Format('%3s %-30s %-8s %-10s %-7s %-6s', [
- '#', 'Name', 'Version', 'Status', 'Paused', '#Errors'
- ]), 'LuaCore Plugins');
-
- for I := 0 to High(Plugins) do
- Log.LogStatus(Format('%3d %-30s %-8s %-10s %-7s %-6d', [
- Plugins[I].Id, Plugins[I].Name, Plugins[I].Version,
- PluginStatusToString(Plugins[I].Status),
- BoolToStr(Plugins[I].Paused, true),
- Plugins[I].CountErrors
- ]), 'LuaCore Plugins');
- if (High(Plugins) < 0) then
- Log.LogError(' no plugins loaded ', 'LuaCore Plugins');
-end;
-
-// Implementation of TLuaPlugin
-//--------
-constructor TLuaPlugin.Create(Filename: IPath; Id: integer);
-begin
- inherited Create;
- Self.iId := Id;
- Self.Filename := Filename;
-
- // set some default attributes
- Self.bPaused := false;
- Self.ErrorCount := 0;
- Self.sName := 'not registred';
- Self.sStatus := psNone;
- Self.ShutDown := false;
-
- State := nil; //< to prevent calls to unopened state
-end;
-
-destructor TLuaPlugin.Destroy;
-begin
- Unload;
- inherited;
-end;
-
-{ does the main loading part
- can not be called by create, because Plugins[Id] isn't defined there }
-procedure TLuaPlugin.Load;
-begin
- // create Lua state for this plugin
- State := luaL_newstate;
-
- // set our custom panic function if s/t went wrong along the init
- // we don't expect
- lua_atPanic(State, TLua_CustomPanic);
-
- if (LuaL_LoadFile(State, PChar(Filename.ToNative)) = 0) then
- begin // file loaded successful
- { note: we run the file here, but the environment isn't
- set up now. it just causes the functions to
- register in globals and runs the code in the file
- body. At least there should be no code, it could
- neither use functions from baselibs nor load libs
- with require, this code would be useless. }
- if (lua_pcall(State, 0, 0, 0) = 0) then
- begin // file called successful
-
- // let the core prepare our state
- LuaCore.PrepareState(State);
-
- // set register function
- lua_checkstack(State, 2);
- lua_pushinteger(State, Id);
- lua_pushcclosure(State, TLuaPlugin_Register, 1);
- lua_setglobal(State, PChar('register'));
-
- // write plugin id to registry
- lua_pushinteger(State, iId);
- lua_setfield (State, LUA_REGISTRYINDEX, '_USDX_STATE_ID');
- lua_pop(State, Lua_GetTop(State));
-
- // now run the plugin_init function
- // plugin_init() if false or nothing is returned plugin init is aborted
- if (CallFunctionByName('plugin_init', 0, 1)) then
- begin
- if (HasRegistered) and (sStatus = psNone) and (lua_toBoolean(State, 1)) then
- begin
- sStatus := psRunning;
- ClearStack;
- end
- else
- Unload;
- end
- else
- begin
- sStatus := psErrorInInit;
- Log.LogError('error in plugin_init: ' + Self.Filename.ToNative, 'lua');
- Unload;
- end;
- end
- else
- begin
- sStatus := psErrorOnLoad;
- Log.LogError(String(lua_toString(State, 1)), 'lua');
- Log.LogError('unable to call file: ' + Self.Filename.ToNative, 'lua');
- Unload;
- end;
-
- end
- else
- begin
- sStatus := psErrorOnLoad;
- Log.LogError(String(lua_toString(State, 1)), 'lua');
- Log.LogError('unable to load file: ' + Self.Filename.ToNative, 'lua');
- Unload;
- end;
-end;
-
-procedure TLuaPlugin.Register(Name, Version, Author, Url: string);
-begin
- sName := Name;
- sVersion := Version;
- sAuthor := Author;
- sURL := Url;
-end;
-
-{ returns true if plugin has called register }
-function TLuaPlugin.HasRegistered: boolean;
-begin
- Result := (Self.sName <> 'not registred');
-end;
-
-procedure TLuaPlugin.PausePlugin(doPause: boolean);
-begin
- bPaused := doPause;
-end;
-
-{ unload plugin after execution of the current function }
-procedure TLuaPlugin.ShutMeDown;
-begin
- ShutDown := true;
-end;
-
-{ calls the lua function in the global with the given name.
- the arguments to the function have to be pushed to the stack
- before calling this function.
- the arguments and the function will be removed from stack
- results will not be removed.
- if result is false there was an error calling the function,
- if ReportErrors is true the errorstring is popped from stack
- and written to error.log otherwise it is left on stack}
-function TLuaPlugin.CallFunctionByName(Name: string;
- const nArgs: integer;
- const nResults: integer;
- const ReportErrors: boolean): boolean;
-begin
- Result := false;
- if (State <> nil) then
- begin
- if (not bPaused) then
- begin
- // we need at least one stack slot free
- lua_checkstack(State, 1);
-
- lua_getglobal(State, PChar(Name));
-
- if (lua_isfunction(State, -1)) then
- begin // we got a function
- // move function in front of the arguments (if any)
- if (nArgs > 0) then
- lua_insert(State, -(nArgs + 1));
-
- // call it!
- if (lua_pcall(State, nArgs, nResults, 0) = 0) then
- Result := true // called without errors
- else // increase error counter
- Inc (ErrorCount);
- end
- else
- begin // we have to pop the args and the field we pushed from stack
- lua_pop(State, nArgs + 1);
- // leave an errormessage on stack
- lua_pushstring(State, Pchar('could not find function named ' + Name));
- end;
- end
- else
- begin // we have to pop the args from stack
- lua_pop(State, nArgs);
- // leave an errormessage on stack
- lua_pushstring(State, PChar('plugin paused'));
- end;
-
- if (not Result) and (ReportErrors) then
- Log.LogError(lua_toString(State, -1), 'lua/' + sName);
-
- if ShutDown then
- begin // plugin indicates self shutdown
- ShutDown := false;
- Unload;
- Result := false;
- end
- end
- else
- begin
- Log.LogError('trying to call function of closed or not opened lua state', IfThen(HasRegistered, Name, Filename.ToUTF8));
- end;
-end;
-
-{ removes all values from stack }
-procedure TLuaPlugin.ClearStack;
-begin
- if (State <> nil) and (lua_gettop(State) > 0) then
- lua_pop(State, lua_gettop(State));
-end;
-
-{ destroys the lua state, and frees as much mem as possible,
- without destroying the class and important information }
-procedure TLuaPlugin.Unload;
-begin
- if (State <> nil) then
- begin
- if (Status in [psRunning, psErrorOnRun]) then
- CallFunctionByName('plugin_unload');
-
- ClearStack;
- lua_close(State);
- State := nil; // don't forget to nil it ;)
-
- LuaCore.UnHookByParent(iId);
-
- if (sStatus = psRunning) then
- sStatus := psClosed;
- end;
-end;
-
-function TLuaPlugin_Register (L: Plua_State): integer; cdecl;
- var
- Id: integer;
- P: TLuaPlugin;
- Name, Version, Author, Url: string;
-begin
- if (lua_gettop(L) >= 2) then
- begin // we got at least name and version
- if (not lua_isNumber(L, lua_upvalueindex(1))) then
- luaL_Error(L, PChar('upvalue missing'));
-
- if (not lua_isString(L, 1)) then
- luaL_ArgError(L, 1, 'string expected');
-
- if (not lua_isString(L, 2)) then
- luaL_ArgError(L, 1, 'string expected');
-
- Id := lua_ToInteger(L, lua_upvalueindex(1));
-
- // get version and name
- Name := lua_tostring(L, 1);
- Version := lua_tostring(L, 2);
-
- // get optional parameters
- if (lua_isString(L, 3)) then // author
- Author := lua_toString(L, 3)
- else
- begin
- Author := 'unknown';
- end;
-
- // homepage
- if (lua_isString(L, 4)) then
- Url := lua_toString(L, 4)
- else
- begin
- Url := '';
- end;
-
- // clear stack
- if (lua_gettop(L) > 0) then
- lua_pop(L, lua_gettop(L));
-
- // call register
- P := LuaCore.GetPluginById(Id);
- if (P <> nil) then
- P.Register(Name, Version, Author, Url)
- else
- luaL_error(L, PChar('wrong id in upstream'));
-
- // remove function from global register
- lua_pushnil(L);
- lua_setglobal(L, PChar('register'));
-
- // return true
- Result := 1;
- lua_pushboolean(L, true);
- end
- else
- luaL_error(L, PChar('not enough arguments, at least 2 expected. in TLuaPlugin_Register'));
-end;
-
-{ custom lua panic function
- it writes error string to error.log and raises an ELuaException
- that may be caught }
-function TLua_CustomPanic (L: Plua_State): integer; cdecl;
- var
- Msg: string;
-begin
- if (lua_isString(L, -1)) then
- Msg := lua_toString(L, -1)
- else
- Msg := 'undefined lua panic';
-
- Log.LogError(Msg, 'lua');
-
- raise ELuaException.Create(Msg);;
-
- Result := 0;
-end;
-
-{ replacement for luas require function
- can be called with more than one parameter to require
- some modules at once. e.g.: require('math', 'Usdx.Log')
- modules are loaded from right to left
- unlike standard require the module tables are not returned
- the standard require function in _require is called by
- this function }
-function TLua_CustomRequire(L: PLua_State): integer; cdecl;
-begin
- // no results
- Result := 0;
-
- // move through parameters
- while (lua_getTop(L) >= 1) do
- begin
- lua_checkstack(L,1);
- // get luas require function
- lua_getglobal(L, PChar('_require'));
-
- // move it under the top param
- lua_insert(L, -2);
-
- // call it with next param (function + param are poped from stack)
- lua_call(L, 1, 0);
- end;
-end;
-
-end.
\ No newline at end of file +{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * 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; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit ULuaCore; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + UHookableEvent, + ULua, + UPath; + +type + { this exception is raised when the lua panic function + is called. Only in case we use call instead of pcall. + it has the lua error string in its message attribute } + ELuaException = class(Exception); + + { record represents item of Eventlist of TLuaCore } + PEventListItem = ^TEventListItem; + TEventListItem = record + Event: THookableEvent; + Next: PEventListItem; + end; + + { record represents a module } + TLuaModule = record + Name: string; + Functions: array of luaL_reg; // modules functions, with trailing nils this time + end; + + TLuaPlugin_Status = (psNone, psRunning, psClosed, psErrorOnLoad, psErrorOnCall, psErrorInInit, psErrorOnRun); + + { class represents a loaded plugin } + TLuaPlugin = class + private + iId: integer; + Filename: IPath; + State: Plua_State; //< all functions of this plugin are called with this Lua state + bPaused: boolean; //< If true no lua functions from this state are called + ErrorCount: integer; //< counts the errors that occured during function calls of this plugin + ShutDown: boolean; //< for self shutdown by plugin. true if plugin wants to be unloaded after execution of current function + + sName: string; + sVersion: string; + sAuthor: string; + sURL: string; + + sStatus: TLuaPlugin_Status; + public + constructor Create(Filename: IPath; Id: integer); + + property Id: integer read iId; + property Name: string read sName; + property Version: string read sVersion; + property Author: string read sAuthor; + property Url: string read sUrl; + + property Status: TLuaPlugin_Status read sStatus; + property CountErrors: integer read ErrorCount; + + property LuaState: Plua_State read State; + + procedure Load; + + procedure Register(Name, Version, Author, Url: string); + function HasRegistered: boolean; + + procedure PausePlugin(doPause: boolean); + property Paused: boolean read bPaused write PausePlugin; + + procedure ShutMeDown; + + { calls the lua function in the global with the given name. + the arguments to the function have to be pushed to the stack + before calling this function. + the arguments and the function will be removed from stack + results will not be removed. + if result is false there was an error calling the function + if ReportErrors is true the errorstring is popped from stack + and written to error.log otherwise it is left on stack} + function CallFunctionByName(Name: string; + const nArgs: integer = 0; + const nResults: integer = 0; + const ReportErrors: boolean = true): boolean; + procedure ClearStack; + + procedure Unload; //< Destroys the Luastate, and frees as much mem as possible, without destroying the class and important information + + destructor Destroy; override; + end; + + { class managing the plugins with their LuaStates, the events and modules + it also offers the usdx table to the plugins with some basic functionality + like self unload or hook getting} + TLuaCore = class + private + EventList: PEventListItem; //< pointer to first registred Event, ordered by name + EventHandles: array of string; //< Index is Events handle, value is events name. if length(value) is 0 handle is considered unregistred + + Plugins: array of TLuaPlugin; + + eLoadingFinished: THookableEvent; + protected + Modules: array of TLuaModule; //< modules that has been registred, has to be proctected because fucntions of this unit need to get access + + function GetModuleIdByName(Name: string): integer; // returns id of given module, or -1 if module is not found + public + constructor Create; + destructor Destroy; override; + + procedure LoadPlugins; //< calls LoadPlugin with Plugindir and LoadingFinished Eventchain + + procedure BrowseDir(Dir: IPath); //< searches for files with extension .usdx in the specified dir and tries to load them with lua + procedure LoadPlugin(Filename: IPath); //< tries to load filename with lua and creates the default usdx lua environment for the plugins state + + function GetPluginByName(Name: string): TLuaPlugin; + function GetPluginById(Id: integer): TLuaPlugin; + + { this function adds a module loader for your functions + name is the name the script needs to write in its require() + Functions is an array of lua calling compatible functions + without trailing nils! } + procedure RegisterModule(Name: string; const Functions: array of luaL_reg); + + function RegisterEvent(Event: THookableEvent): integer; //< adds the event to eventlist and returns its handle + procedure UnRegisterEvent(hEvent: integer); //< removes the event from eventlist by handle + + function GetEventbyName(Name: string): THookableEvent; //< tries to find the event with the given name in the list + function GetEventbyHandle(hEvent: integer): THookableEvent; //< tries to find the event with the given handle + + procedure UnHookByParent(Parent: integer); //< remove all hooks by given parent id from all events + + procedure PrepareState(L: Plua_State); + + procedure DumpPlugins; //< prints plugin runtime information with Log.LogStatus + end; + +// some luastyle functions to call from lua scripts +{ register global, used by plugins to identify + register(plugin name, plugin version, [plugin author], [plugin homepage]) + can only be called once since the global "register" is niled by the function + returns true on success. (name does not exist)} +function TLuaPlugin_Register (L: Plua_State): integer; cdecl; + +{ moduleloader for usdx.* modules + stored in package.loaders[3] + package.loaders[3] (module name) + returns a function to load the requested module or a error + description(string) when the module is not found } +function TLuaCore_ModuleLoader (L: Plua_State): integer; cdecl; + +{ loads module specified by a cfunction upvalue to + usdx.modulename and returns it. + loadmodule(module name) } +function TLuaCore_LoadModule (L: Plua_State): integer; cdecl; + +{ custom lua panic function + it writes error string to error.log and raises an ELuaException + that may be caught } +function TLua_CustomPanic (L: Plua_State): integer; cdecl; + +{ replacement for luas require function + can be called with more than one parameter to require + some modules at once. e.g.: require('math', 'Usdx.Log') + modules are loaded from right to left + unlike standard require the module tables are not returned + the standard require function in _require is called by + this function } +function TLua_CustomRequire(L: PLua_State): integer; cdecl; + +var + LuaCore: TLuaCore; + +implementation + +uses + StrUtils, + ULog, + UFilesystem, + ULuaUsdx, + UPathUtils, + ULuaUtils; + +constructor TLuaCore.Create; +begin + inherited; + + // init EventList with nil + EventList := nil; + + eLoadingFinished := nil; +end; + +destructor TLuaCore.Destroy; +var + Cur: PEventListItem; + Prev: PEventListItem; +begin + SetLength(EventHandles, 0); + + // delete event list + Cur := EventList; + + while(Cur <> nil) do + begin + Prev := Cur; + Cur := Prev.Next; + + Dispose(Prev); + end; + + inherited; +end; + +{ calls BrowseDir with plugin dir and LoadingFinished eventchain } +procedure TLuaCore.LoadPlugins; +begin + // we have to create event here, because in create it can + // not be registred, because LuaCore is no assigned + if (not Assigned(eLoadingFinished)) then + eLoadingFinished := THookableEvent.Create('Usdx.LoadingFinished'); + + BrowseDir(PluginPath); + eLoadingFinished.CallHookChain(false); +end; + +{ searches for files with extension .usdx in the specified + dir and tries to load them with lua } +procedure TLuaCore.BrowseDir(Dir: IPath); + var + Iter: IFileIterator; + FileInfo: TFileInfo; + FileName: IPath; + Ext: IPath; +begin + Ext := Path('.usdx'); + + // search for all files and directories + Iter := FileSystem.FileFind(Dir.Append('*'), faAnyFile); + while (Iter.HasNext) do + begin + FileInfo := Iter.Next; + FileName := FileInfo.Name; + if ((FileInfo.Attr and faDirectory) <> 0) then + begin + if (not FileName.Equals('.')) and (not FileName.Equals('..')) then + BrowseDir(Dir.Append(FileName)); + end + else + begin + if (Ext.Equals(FileName.GetExtension(), true)) then + begin + LoadPlugin(Dir.Append(FileName)); + end; + end; + end; +end; + +{ tries to load filename with lua and creates the default + usdx lua environment for the plugins state } +procedure TLuaCore.LoadPlugin(Filename: IPath); + var + Len: integer; +begin + Len := Length(Plugins); + SetLength(Plugins, Len + 1); + Plugins[Len] := TLuaPlugin.Create(Filename, Len); + Plugins[Len].Load; +end; + +{ returns Plugin on success nil on failure } +function TLuaCore.GetPluginByName(Name: string): TLuaPlugin; + var + I: integer; +begin + Result := nil; + Name := lowercase(Name); + + for I := 0 to High(Plugins) do + if (lowercase(Plugins[I].Name) = Name) then + begin + Result := GetPluginById(I); + Exit; + end; +end; + +{ returns Plugin on success nil on failure } +function TLuaCore.GetPluginById(Id: integer): TLuaPlugin; +begin + if (Id >= 0) and (Id <= High(Plugins)) then + Result := Plugins[Id] + else + Result := nil; +end; + +{ this function adds a module loader for your functions + name is the name the script needs to write in its require() + Functions is an array of lua calling compatible functions + without trailing nils! } +procedure TLuaCore.RegisterModule(Name: string; const Functions: array of luaL_reg); + var + Len: integer; + FuncLen: integer; + I: integer; +begin + Len := Length(Modules); + SetLength(Modules, Len + 1); + Modules[Len].Name := Name; + + FuncLen := Length(Functions); + SetLength(Modules[Len].Functions, FuncLen + 1); + + for I := 0 to FuncLen-1 do + Modules[Len].Functions[I] := Functions[I]; + + Modules[Len].Functions[FuncLen].name := nil; + Modules[Len].Functions[FuncLen].func := nil; +end; + +{ adds the event to eventlist and returns its handle + called by THookableEvent on creation } +function TLuaCore.RegisterEvent(Event: THookableEvent): integer; +var + Cur, Prev, Item: PEventListItem; +begin + if (Event <> nil) and (Length(Event.Name) > 0) then + begin + Result := Length(EventHandles); + SetLength(EventHandles, Result + 1); // get Handle and copy it to result + + EventHandles[Result] := Event.Name; + + // create eventlist item + New(Item); + Item.Event := Event; + + // search for a place for this event in alphabetical order + Prev := nil; + Cur := EventList; + + while (Cur <> nil) and (CompareStr(Cur.Event.Name, EventHandles[Result]) < 0) do + begin + Prev := Cur; + Cur := Prev.Next; + end; + + // found the place => add new item + if (Prev <> nil) then + Prev.Next := Item + else // first item + EventList := Item; + + Item.Next := Cur; + end + else + Result := -1; +end; + +{ removes the event from eventlist by handle } +procedure TLuaCore.UnRegisterEvent(hEvent: integer); + var + Cur, Prev: PEventListItem; +begin + if (hEvent >= 0) and (hEvent <= High(EventHandles)) and (Length(EventHandles[hEvent]) > 0) then + begin // hEvent in bounds and not already deleted + // delete from eventlist + Prev := nil; + Cur := EventList; + + while (Cur <> nil) and (CompareStr(Cur.Event.Name, EventHandles[hEvent]) < 0) do + begin + Prev := Cur; + Cur := Prev.Next; + end; + + if (Cur <> nil) and (Cur.Event.Name = EventHandles[hEvent]) then + begin // delete if found + Prev.Next := Cur.Next; // remove from list + Dispose(Cur); // free memory + end; + + // delete from handle array + EventHandles[hEvent] := ''; + end; +end; + +{ tries to find the event with the given name in the list + to-do : use binary search algorithm instead of linear search here + check whether this is possible (events are saved in a pointer list) } +function TLuaCore.GetEventbyName(Name: string): THookableEvent; + var + Cur: PEventListItem; +begin + Result := nil; + + if (Length(Name) > 0) then + begin + // search in eventlist + Cur := EventList; + + while (Cur <> nil) and (CompareStr(Cur.Event.Name, Name) < 0) do + begin + Cur := Cur.Next; + end; + + if (Cur <> nil) and (Cur.Event.Name = Name) then + begin // we found what we want to find + Result := Cur.Event; + end; + end; +end; + +{ tries to find the event with the given handle } +function TLuaCore.GetEventbyHandle(hEvent: integer): THookableEvent; +begin + if (hEvent >= 0) and (hEvent <= High(EventHandles)) and (Length(EventHandles[hEvent]) > 0) then + begin // hEvent in bounds and not already deleted + Result := GetEventByName(EventHandles[hEvent]); + end + else + Result := nil; +end; + +{ remove all hooks by given parent id from all events } +procedure TLuaCore.UnHookByParent(Parent: integer); + var + Cur: PEventListItem; +begin + if (Parent >= 0) and (Parent <= High(Plugins)) then + begin + // go through event list + Cur := EventList; + + while (Cur <> nil) do + begin + Cur.Event.UnHookByParent(Parent); + Cur := Cur.Next; + end; + end; +end; + +{ prepares the given already opened Lua state with the + basic usdx environment, e.g.: base and package Modules, + usdx moduleloader and usdx table } +procedure TLuaCore.PrepareState(L: Plua_State); +begin + // load basic lib functionality + lual_openLibs(L); + lua_pop(L,1); + + // get package.searchers (former package.loaders) table + lua_getGlobal (L, PChar('package')); +{$IF LUA_VERSION_NUM >= 502} + lua_getfield(L,-1,PChar('searchers')); +{$ELSE} + lua_getfield(L,-1,PChar('loaders')); +{$IFEND} + + {**** Move C-Library and all-in-one module loader backwards, + slot 3 is free now } + // get package.loaders[4] function + lua_pushinteger(L, 5); // push new index + lua_pushinteger(L, 4); // push old index + lua_gettable (L, -3); + + // and move it to package.loaders[5] + lua_settable (L, -3); + + // get package.loaders[3] function + lua_pushinteger(L, 4); // push new index + lua_pushinteger(L, 3); // push old index + lua_gettable (L, -3); + + // and move it to package.loaders[4] + lua_settable (L, -3); + + {**** now we add the core module to package.loaders[3] } + lua_pushinteger(L, 3); // push new loaders index + lua_pushcfunction(L, TLuaCore_ModuleLoader); + + // and move it to package.loaders[3] + lua_settable (L, -3); + + // pop both package and package.loaders tables from stack + lua_pop(L, 2); + + {**** replace the standard require with our custom require function } + // first move standard require function to _require + lua_getglobal(L, PChar('require')); + + lua_setglobal(L, PChar('_require')); + + // then save custom require function to require + lua_pushcfunction(L, TLua_CustomRequire); + + lua_setglobal(L, PChar('require')); + + {**** now we create the usdx table } + // at first functions from ULuaUsdx + luaL_register(L, 'Usdx', @ULuaUsdx_Lib_f[0]); +end; + +{ returns id of given module, or -1 if module is not found } +function TLuaCore.GetModuleIdByName(Name: string): integer; + var + I: integer; +begin + Result := -1; + + for I := 0 to High(Modules) do + if (Modules[I].Name = Name) then + begin + Result := I; + Exit; + end; +end; + +{ moduleloader for usdx.* modules + stored in package.loaders[3] + package.loaders[3] (module name) + returns a function to load the requested module or an error + description(string) when the module is not found } +function TLuaCore_ModuleLoader (L: Plua_State): integer; cdecl; + var + Name: string; + ID: integer; +begin + Result := 1; // we will return one value in any case (or never return in case of an error) + + if (lua_gettop(L) >= 1) then + begin + // pop all arguments but the first + if (lua_gettop(L) > 1) then + lua_pop(L, lua_gettop(L)-1); + + + if (lua_IsString(L, 1)) then + begin // we got the name => go get it + Name := lua_toString(L, 1); + + // we need at least 6 letters + // and first 5 letters have to be usdx. + if (Length(Name) > 5) and (lowercase(copy(Name, 1, 5))='usdx.') then + begin + ID := LuaCore.GetModuleIdByName(copy(Name, 6, Length(Name) - 5)); + if (ID >= 0) then + begin // found the module -> return loader function + lua_pushinteger(L, Id); + lua_pushcclosure(L, TLuaCore_LoadModule, 1); + // the function is the result, so we leave it on stack + end + else + lua_pushString(L, PChar('usdx module "' + Name + '" couldn''t be found')); + end + else + lua_pushString(L, PChar('module doesn''t have "Usdx." prefix')); + + end + else + luaL_argerror(L, 1, PChar('string expected')); + end + else + luaL_error(L, PChar('no modulename specified in usdx moduleloader')); +end; + +{ loads module specified by a cfunction upvalue to + usdx.modulename and returns it. + loadmodule(module name) } +function TLuaCore_LoadModule (L: Plua_State): integer; cdecl; + var + Id: integer; +begin + if (not lua_isnoneornil(L, lua_upvalueindex(1))) then + begin + Id := lua_ToInteger(L, lua_upvalueindex(1)); +{$IF LUA_VERSION_NUM >= 502} + // set module table as a field of the global Usdx + lua_getglobal(L,Pchar('Usdx')); + luaL_register(L, PChar(LuaCore.Modules[Id].Name), @LuaCore.Modules[Id].Functions[0]); + lua_setfield(L, -2, PChar(LuaCore.Modules[Id].Name)); +{$ELSE} + luaL_register(L, PChar('Usdx.' + LuaCore.Modules[Id].Name), @LuaCore.Modules[Id].Functions[0]); + + // set the modules table as global "modulename" + // so it can be accessed either by Usdx.modulename.x() or + // by modulename.x() + lua_setglobal(L, PChar(LuaCore.Modules[Id].Name)); + + // no we net to push the table again to return it + lua_getglobal(L, PChar(LuaCore.Modules[Id].Name)); +{$IFEND} + Result := 1; // return table + end + else + luaL_error(L, PChar('no upvalue found in LuaCore_LoadModule')); +end; + +{ prints plugin runtime information with Log.LogStatus } +procedure TLuaCore.DumpPlugins; + function PluginStatusToString(Status: TLuaPlugin_Status): string; + begin + case Status of + psNone: Result := 'not loaded'; + psRunning: Result := 'running'; + psClosed: Result := 'closed'; + psErrorOnLoad: Result := 'error during load'; + psErrorOnCall: Result := 'error during call'; + psErrorInInit: Result := 'error in plugin_init()'; + psErrorOnRun: Result := 'error on function call'; + else Result := 'unknown'; + end; + end; + +var + I: integer; +begin + // print table header + Log.LogStatus(Format('%3s %-30s %-8s %-10s %-7s %-6s', [ + '#', 'Name', 'Version', 'Status', 'Paused', '#Errors' + ]), 'LuaCore Plugins'); + + for I := 0 to High(Plugins) do + Log.LogStatus(Format('%3d %-30s %-8s %-10s %-7s %-6d', [ + Plugins[I].Id, Plugins[I].Name, Plugins[I].Version, + PluginStatusToString(Plugins[I].Status), + BoolToStr(Plugins[I].Paused, true), + Plugins[I].CountErrors + ]), 'LuaCore Plugins'); + if (High(Plugins) < 0) then + Log.LogError(' no plugins loaded ', 'LuaCore Plugins'); +end; + +// Implementation of TLuaPlugin +//-------- +constructor TLuaPlugin.Create(Filename: IPath; Id: integer); +begin + inherited Create; + Self.iId := Id; + Self.Filename := Filename; + + // set some default attributes + Self.bPaused := false; + Self.ErrorCount := 0; + Self.sName := 'not registred'; + Self.sStatus := psNone; + Self.ShutDown := false; + + State := nil; //< to prevent calls to unopened state +end; + +destructor TLuaPlugin.Destroy; +begin + Unload; + inherited; +end; + +{ does the main loading part + can not be called by create, because Plugins[Id] isn't defined there } +procedure TLuaPlugin.Load; +begin + // create Lua state for this plugin + State := luaL_newstate; + + // set our custom panic function if s/t went wrong along the init + // we don't expect + lua_atPanic(State, TLua_CustomPanic); + + if (LuaL_LoadFile(State, PChar(Filename.ToNative)) = 0) then + begin // file loaded successful + { note: we run the file here, but the environment isn't + set up now. it just causes the functions to + register in globals and runs the code in the file + body. At least there should be no code, it could + neither use functions from baselibs nor load libs + with require, this code would be useless. } + if (lua_pcall(State, 0, 0, 0) = 0) then + begin // file called successful + + // let the core prepare our state + LuaCore.PrepareState(State); + + // set register function + lua_checkstack(State, 2); + lua_pushinteger(State, Id); + lua_pushcclosure(State, TLuaPlugin_Register, 1); + lua_setglobal(State, PChar('register')); + + // write plugin id to registry + lua_pushinteger(State, iId); + lua_setfield (State, LUA_REGISTRYINDEX, '_USDX_STATE_ID'); + lua_pop(State, Lua_GetTop(State)); + + // now run the plugin_init function + // plugin_init() if false or nothing is returned plugin init is aborted + if (CallFunctionByName('plugin_init', 0, 1)) then + begin + if (HasRegistered) and (sStatus = psNone) and (lua_toBoolean(State, 1)) then + begin + sStatus := psRunning; + ClearStack; + end + else + Unload; + end + else + begin + sStatus := psErrorInInit; + Log.LogError('error in plugin_init: ' + Self.Filename.ToNative, 'lua'); + Unload; + end; + end + else + begin + sStatus := psErrorOnLoad; + Log.LogError(String(lua_toString(State, 1)), 'lua'); + Log.LogError('unable to call file: ' + Self.Filename.ToNative, 'lua'); + Unload; + end; + + end + else + begin + sStatus := psErrorOnLoad; + Log.LogError(String(lua_toString(State, 1)), 'lua'); + Log.LogError('unable to load file: ' + Self.Filename.ToNative, 'lua'); + Unload; + end; +end; + +procedure TLuaPlugin.Register(Name, Version, Author, Url: string); +begin + sName := Name; + sVersion := Version; + sAuthor := Author; + sURL := Url; +end; + +{ returns true if plugin has called register } +function TLuaPlugin.HasRegistered: boolean; +begin + Result := (Self.sName <> 'not registred'); +end; + +procedure TLuaPlugin.PausePlugin(doPause: boolean); +begin + bPaused := doPause; +end; + +{ unload plugin after execution of the current function } +procedure TLuaPlugin.ShutMeDown; +begin + ShutDown := true; +end; + +{ calls the lua function in the global with the given name. + the arguments to the function have to be pushed to the stack + before calling this function. + the arguments and the function will be removed from stack + results will not be removed. + if result is false there was an error calling the function, + if ReportErrors is true the errorstring is popped from stack + and written to error.log otherwise it is left on stack} +function TLuaPlugin.CallFunctionByName(Name: string; + const nArgs: integer; + const nResults: integer; + const ReportErrors: boolean): boolean; +begin + Result := false; + if (State <> nil) then + begin + if (not bPaused) then + begin + // we need at least one stack slot free + lua_checkstack(State, 1); + + lua_getglobal(State, PChar(Name)); + + if (lua_isfunction(State, -1)) then + begin // we got a function + // move function in front of the arguments (if any) + if (nArgs > 0) then + lua_insert(State, -(nArgs + 1)); + + // call it! + if (lua_pcall(State, nArgs, nResults, 0) = 0) then + Result := true // called without errors + else // increase error counter + Inc (ErrorCount); + end + else + begin // we have to pop the args and the field we pushed from stack + lua_pop(State, nArgs + 1); + // leave an errormessage on stack + lua_pushstring(State, Pchar('could not find function named ' + Name)); + end; + end + else + begin // we have to pop the args from stack + lua_pop(State, nArgs); + // leave an errormessage on stack + lua_pushstring(State, PChar('plugin paused')); + end; + + if (not Result) and (ReportErrors) then + Log.LogError(lua_toString(State, -1), 'lua/' + sName); + + if ShutDown then + begin // plugin indicates self shutdown + ShutDown := false; + Unload; + Result := false; + end + end + else + begin + Log.LogError('trying to call function of closed or not opened lua state', IfThen(HasRegistered, Name, Filename.ToUTF8)); + end; +end; + +{ removes all values from stack } +procedure TLuaPlugin.ClearStack; +begin + if (State <> nil) and (lua_gettop(State) > 0) then + lua_pop(State, lua_gettop(State)); +end; + +{ destroys the lua state, and frees as much mem as possible, + without destroying the class and important information } +procedure TLuaPlugin.Unload; +begin + if (State <> nil) then + begin + if (Status in [psRunning, psErrorOnRun]) then + CallFunctionByName('plugin_unload'); + + ClearStack; + lua_close(State); + State := nil; // don't forget to nil it ;) + + LuaCore.UnHookByParent(iId); + + if (sStatus = psRunning) then + sStatus := psClosed; + end; +end; + +function TLuaPlugin_Register (L: Plua_State): integer; cdecl; + var + Id: integer; + P: TLuaPlugin; + Name, Version, Author, Url: string; +begin + if (lua_gettop(L) >= 2) then + begin // we got at least name and version + if (not lua_isNumber(L, lua_upvalueindex(1))) then + luaL_Error(L, PChar('upvalue missing')); + + if (not lua_isString(L, 1)) then + luaL_ArgError(L, 1, 'string expected'); + + if (not lua_isString(L, 2)) then + luaL_ArgError(L, 1, 'string expected'); + + Id := lua_ToInteger(L, lua_upvalueindex(1)); + + // get version and name + Name := lua_tostring(L, 1); + Version := lua_tostring(L, 2); + + // get optional parameters + if (lua_isString(L, 3)) then // author + Author := lua_toString(L, 3) + else + begin + Author := 'unknown'; + end; + + // homepage + if (lua_isString(L, 4)) then + Url := lua_toString(L, 4) + else + begin + Url := ''; + end; + + // clear stack + if (lua_gettop(L) > 0) then + lua_pop(L, lua_gettop(L)); + + // call register + P := LuaCore.GetPluginById(Id); + if (P <> nil) then + P.Register(Name, Version, Author, Url) + else + luaL_error(L, PChar('wrong id in upstream')); + + // remove function from global register + lua_pushnil(L); + lua_setglobal(L, PChar('register')); + + // return true + Result := 1; + lua_pushboolean(L, true); + end + else + luaL_error(L, PChar('not enough arguments, at least 2 expected. in TLuaPlugin_Register')); +end; + +{ custom lua panic function + it writes error string to error.log and raises an ELuaException + that may be caught } +function TLua_CustomPanic (L: Plua_State): integer; cdecl; + var + Msg: string; +begin + if (lua_isString(L, -1)) then + Msg := lua_toString(L, -1) + else + Msg := 'undefined lua panic'; + + Log.LogError(Msg, 'lua'); + + raise ELuaException.Create(Msg);; + + Result := 0; +end; + +{ replacement for luas require function + can be called with more than one parameter to require + some modules at once. e.g.: require('math', 'Usdx.Log') + modules are loaded from right to left + unlike standard require the module tables are not returned + the standard require function in _require is called by + this function } +function TLua_CustomRequire(L: PLua_State): integer; cdecl; +begin + // no results + Result := 0; + + // move through parameters + while (lua_getTop(L) >= 1) do + begin + lua_checkstack(L,1); + // get luas require function + lua_getglobal(L, PChar('_require')); + + // move it under the top param + lua_insert(L, -2); + + // call it with next param (function + param are poped from stack) + lua_call(L, 1, 0); + end; +end; + +end. diff --git a/src/lua/ULuaParty.pas b/src/lua/ULuaParty.pas index 69096e97..5ee35513 100644 --- a/src/lua/ULuaParty.pas +++ b/src/lua/ULuaParty.pas @@ -1,391 +1,391 @@ -{* UltraStar Deluxe - Karaoke Game
- *
- * UltraStar Deluxe is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * 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; see the file COPYING. If not, write to
- * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- *}
-
-unit ULuaParty;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses ULua;
-
-{ lua c functions from Party table. Enables creating of party modes w/ lua scripts }
-
-{ Party.Register - register party mode at party manager
- arguments: info: table
- Name: String; //< Name used as identifier (language strings, etc.). Has to be set.
- CanNonParty: Boolean //< mode is playable when not in party mode. defaulted to false if not set
- CanParty: Boolean //< mode is playable in party mode. defaulted to false if not set
- PlayerCount: Table //< playable with one, two, three etc. players per team. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players)
- TeamCount: Table //< playable with one, two, three etc. different teams. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players)
-
- BeforeSongSelect: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
- AfterSongSelect: String //< name of global that will be called after song is selected (if nil, not callable or returns true, default action will be executed)
-
- BeforeSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
- OnSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
- AfterSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)}
-function ULuaParty_Register(L: Plua_State): Integer; cdecl;
-
-{ Party.GameFinished - returns true if no party game is running or all rounds
- of current game were played }
-function ULuaParty_GameFinished(L: Plua_State): Integer; cdecl;
-
-(* Party.SetRoundRanking - sets ranking of current party round,
- arguments: Ranking: table
- ranking of team i is the value (integer from 1 to number of teams) of the
- table with index [i: number].
- you may call this function in the following way:
- Party.SetRoundRanking({3, 1, 2});
- this means: team 1 is ranked third, team 2 is ranked first and team 3 is
- ranked second.
- if no party game is started or party game is finished
- it will raise an error *)
-function ULuaParty_SetRoundRanking(L: Plua_State): Integer; cdecl;
-
-{ Party.GetTeams - returns a table with all information and structure as
- in the TPartyGame.Teams array }
-function ULuaParty_GetTeams(L: Plua_State): Integer; cdecl;
-
-{ Party.SetTeams - changes all fields from TPartyGame.Teams that have been
- set in the table given as first argument}
-function ULuaParty_SetTeams(L: Plua_State): Integer; cdecl;
-
-const
- ULuaParty_Lib_f: array [0..4] of lual_reg = (
- (name:'Register'; func:ULuaParty_Register),
- (name:'GameFinished'; func:ULuaParty_GameFinished),
- (name:'SetRoundRanking'; func:ULuaParty_SetRoundRanking),
- (name:'GetTeams'; func:ULuaParty_GetTeams),
- (name:'SetTeams'; func:ULuaParty_SetTeams)
- );
-
-implementation
-uses ULuaCore, ULuaUtils, UParty, SysUtils;
-
-
-{ Party.Register - register party mode at party manager
- arguments: info: table
- Name: String; //< Name used as identifier (language strings, etc.). Has to be set.
- CanNonParty: Boolean //< mode is playable when not in party mode. defaulted to false if not set
- CanParty: Boolean //< mode is playable in party mode. defaulted to false if not set
- PlayerCount: Table //< playable with one, two, three etc. players per team. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players)
- TeamCount: Table //< playable with one, two, three etc. different teams. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players)
-
- BeforeSongSelect: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
- AfterSongSelect: String //< name of global that will be called after song is selected (if nil, not callable or returns true, default action will be executed)
-
- BeforeSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
- OnSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
- AfterSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)}
-function ULuaParty_Register(L: Plua_State): Integer; cdecl;
- var
- Info: TParty_ModeInfo;
- Key: String;
- P: TLuaPlugin;
-begin
- Result := 0;
-
- // check for table on stack
- luaL_checkType(L, 1, LUA_TTABLE);
-
- // get parent id
- P := Lua_GetOwner(L);
-
-
- // set mode info to default
- Party.DefaultModeInfo(Info);
-
-
- // set parent in info rec and pop it from stack
- Info.Parent := P.Id;
-
- // go through table elements
- lua_pushNil(L);
- while (lua_Next(L, 1) <> 0) do
- begin
- Key := lowercase(lua_ToString(L, -2));
-
- if (Key = 'name') and lua_isString(L, -1) then
- Info.Name := lua_toString(L, -1)
- else if (Key = 'cannonparty') and lua_isBoolean(L, -1) then
- Info.CanNonParty := lua_toBoolean(L, -1)
- else if (Key = 'canparty') and lua_isBoolean(L, -1) then
- Info.CanParty := lua_toBoolean(L, -1)
- else if (Key = 'playercount') and lua_isTable(L, -1) then
- Info.PlayerCount := lua_toBinInt(L, -1)
- else if (Key = 'teamcount') and lua_isTable(L, -1) then
- Info.TeamCount := lua_toBinInt(L, -1)
- else if (Key = 'beforesongselect') and lua_isString(L, -1) then
- Info.Functions.BeforeSongSelect := lua_toString(L, -1)
- else if (Key = 'aftersongselect') and lua_isString(L, -1) then
- Info.Functions.AfterSongSelect := lua_toString(L, -1)
- else if (Key = 'beforesing') and lua_isString(L, -1) then
- Info.Functions.BeforeSing := lua_toString(L, -1)
- else if (Key = 'onsing') and lua_isString(L, -1) then
- Info.Functions.OnSing := lua_toString(L, -1)
- else if (Key = 'aftersing') and lua_isString(L, -1) then
- Info.Functions.AfterSing := lua_toString(L, -1);
-
- // pop value from stack so key is on top
- lua_pop(L, 1);
- end;
-
- // clear stack from table
- lua_pop(L, lua_gettop(L));
-
- if not Party.RegisterMode(Info) then
- luaL_error(L, PChar('can''t register party mode at party manager in Party.Register. Is Info.Name defined or is there another mode with this name?'));
-end;
-
-{ Party.GameFinished - returns true if no party game is running or all rounds
- of current game were played }
-function ULuaParty_GameFinished(L: Plua_State): Integer; cdecl;
-begin
- // clear stack
- lua_pop(L, lua_gettop(L));
-
- // push result
- lua_pushBoolean(L, Party.GameFinished);
-
- //we return one value
- Result := 1;
-end;
-
-{ Party.SetRoundRanking - sets ranking of current party round,
- if no party game is started or party game is finished
- it will raise an error }
-function ULuaParty_SetRoundRanking(L: Plua_State): Integer; cdecl;
-var
- R: AParty_TeamRanking;
- I: Integer;
- Rank: Integer;
-begin
- Result := 0;
-
- luaL_checktype(L, 1, LUA_TTABLE);
-
- lua_checkstack(L, 1);
-
- SetLength(R, Length(Party.Teams));
-
- for I := 0 to High(R) do
- begin
- lua_pushInteger(L, (I+1));
- lua_gettable(L, 1);
-
- R[I].Rank := Length(R);
- R[I].Team := I;
- if (lua_isnumber(L, -1)) then
- begin
- Rank := lua_toInteger(L, -1);
- if (Rank >= 1) and (Rank <= Length(R)) then
- R[I].Rank := Rank
- end;
-
- lua_pop(L, 1);
-
- end;
-
- // pop table
- lua_pop(L, 1);
-
- if (not Party.SetRanking(R)) then
- luaL_error(L, PChar('cann''t set party round ranking. Is party started and not finished yet?'));
-end;
-
-{ Party.GetTeams - returns a table with all information and structure as
- in the TPartyGame.Teams array }
-function ULuaParty_GetTeams(L: Plua_State): Integer; cdecl;
- var
- Team: Integer;
- Player: Integer;
-begin
- // clear stack
- lua_pop(L, lua_gettop(L));
-
- // ensure we have enough stack slots left
- lua_checkstack(L, 7);
-
- // create the table we want to return
- lua_createtable(L, Length(Party.Teams), 0);
-
- // add the teams
- for Team := 0 to High(Party.Teams) do
- begin
- // push key for current teams value. lua array beggins at 1
- lua_pushInteger(L, Team + 1);
-
- // push table containing team info and players table
- lua_createtable(L, 0, 5);
-
- // team name
- lua_pushString(L, PChar(Party.Teams[Team].Name));
- lua_setField(L, -2, 'Name');
-
- // team score
- lua_pushInteger(L, Party.Teams[Team].Score);
- lua_setField(L, -2, 'Score');
-
- // team jokers left
- lua_pushInteger(L, Party.Teams[Team].JokersLeft);
- lua_setField(L, -2, 'JokersLeft');
-
- // team nextPlayer
- lua_pushInteger(L, Party.Teams[Team].NextPlayer);
- lua_setField(L, -2, 'NextPlayer');
-
- // team players table
- lua_createtable(L, Length(Party.Teams[Team].Players), 0);
-
- //add players
- for Player := 0 to High(Party.Teams[Team].Players) do
- begin
- // push key for current players value. lua array beggins at 1
- lua_pushInteger(L, Player + 1);
-
- // push table containing player info
- lua_createTable(L, 0, 2);
-
- // player name
- lua_PushString(L, PChar(Party.Teams[Team].Players[Player].Name));
- lua_SetField(L, -2, 'Name');
-
- // players times played
- lua_PushInteger(L, Party.Teams[Team].Players[Player].TimesPlayed);
- lua_SetField(L, -2, 'TimesPlayed');
-
- // add value - key - pair to teams player table
- lua_setTable(L, -3);
- end;
-
- lua_setField(L, -2, 'Players');
-
- // add value - key - pair to returned table
- lua_setTable(L, -3);
- end;
-
- // we return 1 value (the first table)
- Result := 1;
-end;
-
-{ Party.SetTeams - changes all fields from TPartyGame.Teams that have been
- set in the table given as first argument}
-function ULuaParty_SetTeams(L: Plua_State): Integer; cdecl;
-
- procedure Do_Player(Team, Player: Integer);
- var
- Key: String;
- begin
- if (Player >= 0) and (Player <= High(Party.Teams[Team].Players)) then
- begin
- // go through table elements
- lua_pushNil(L);
- while (lua_Next(L, -2) <> 0) do
- begin
- Key := lowercase(lua_ToString(L, -2));
-
- if (Key = 'name') and lua_isString(L, -1) then
- Party.Teams[Team].Players[Player].Name := lua_toString(L, -1)
- else if (Key = 'timesplayed') and lua_isNumber(L, -1) then
- Party.Teams[Team].Players[Player].TimesPlayed := lua_toInteger(L, -1);
-
- // pop value from stack so key is on top
- lua_pop(L, 1);
- end;
- end;
- end;
-
- procedure Do_Players(Team: Integer);
- begin
- // go through table elements
- lua_pushNil(L);
- while (lua_Next(L, -2) <> 0) do
- begin
- // check if key is a number and value is a table
- if (lua_isNumber(L, -2)) and (lua_isTable(L, -1)) then
- Do_Player(Team, lua_toInteger(L, -2));
-
- // pop value from stack so key is on top
- lua_pop(L, 1);
- end;
- end;
-
- procedure Do_Team(Team: Integer);
- var
- Key: String;
- begin
- if (Team >= 0) and (Team <= High(Party.Teams)) then
- begin
- // go through table elements
- lua_pushNil(L);
- while (lua_Next(L, -2) <> 0) do
- begin
- Key := lowercase(lua_ToString(L, -2));
-
- if (Key = 'name') and lua_isString(L, -1) then
- Party.Teams[Team].Name := lua_toString(L, -1)
- else if (Key = 'score') and lua_isNumber(L, -1) then
- Party.Teams[Team].Score := lua_toInteger(L, -1)
- else if (Key = 'jokersleft') and lua_isNumber(L, -1) then
- Party.Teams[Team].JokersLeft := lua_toInteger(L, -1)
- else if (Key = 'currentplayer') and lua_isNumber(L, -1) then
- Party.Teams[Team].NextPlayer := lua_toInteger(L, -1)
- else if (Key = 'players') and lua_isTable(L, -1) then
- Do_Players(Team);
-
- // pop value from stack so key is on top
- lua_pop(L, 1);
- end;
- end;
- end;
-begin
- Result := 0;
-
- // check for table on stack
- luaL_checkType(L, 1, LUA_TTABLE);
-
-
- // go through table elements
- lua_pushNil(L);
- while (lua_Next(L, 1) <> 0) do
- begin
- // check if key is a number and value is a table
- if (lua_isNumber(L, -2)) and (lua_isTable(L, -1)) then
- Do_Team(lua_toInteger(L, -2));
-
- // pop value from stack so key is on top
- lua_pop(L, 1);
- end;
-
- // clear stack from table
- lua_pop(L, lua_gettop(L));
-end;
-
+{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * 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; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit ULuaParty; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses ULua; + +{ lua c functions from Party table. Enables creating of party modes w/ lua scripts } + +{ Party.Register - register party mode at party manager + arguments: info: table + Name: String; //< Name used as identifier (language strings, etc.). Has to be set. + CanNonParty: Boolean //< mode is playable when not in party mode. defaulted to false if not set + CanParty: Boolean //< mode is playable in party mode. defaulted to false if not set + PlayerCount: Table //< playable with one, two, three etc. players per team. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players) + TeamCount: Table //< playable with one, two, three etc. different teams. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players) + + BeforeSongSelect: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed) + AfterSongSelect: String //< name of global that will be called after song is selected (if nil, not callable or returns true, default action will be executed) + + BeforeSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed) + OnSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed) + AfterSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)} +function ULuaParty_Register(L: Plua_State): Integer; cdecl; + +{ Party.GameFinished - returns true if no party game is running or all rounds + of current game were played } +function ULuaParty_GameFinished(L: Plua_State): Integer; cdecl; + +(* Party.SetRoundRanking - sets ranking of current party round, + arguments: Ranking: table + ranking of team i is the value (integer from 1 to number of teams) of the + table with index [i: number]. + you may call this function in the following way: + Party.SetRoundRanking({3, 1, 2}); + this means: team 1 is ranked third, team 2 is ranked first and team 3 is + ranked second. + if no party game is started or party game is finished + it will raise an error *) +function ULuaParty_SetRoundRanking(L: Plua_State): Integer; cdecl; + +{ Party.GetTeams - returns a table with all information and structure as + in the TPartyGame.Teams array } +function ULuaParty_GetTeams(L: Plua_State): Integer; cdecl; + +{ Party.SetTeams - changes all fields from TPartyGame.Teams that have been + set in the table given as first argument} +function ULuaParty_SetTeams(L: Plua_State): Integer; cdecl; + +const + ULuaParty_Lib_f: array [0..4] of lual_reg = ( + (name:'Register'; func:ULuaParty_Register), + (name:'GameFinished'; func:ULuaParty_GameFinished), + (name:'SetRoundRanking'; func:ULuaParty_SetRoundRanking), + (name:'GetTeams'; func:ULuaParty_GetTeams), + (name:'SetTeams'; func:ULuaParty_SetTeams) + ); + +implementation +uses ULuaCore, ULuaUtils, UParty, SysUtils; + + +{ Party.Register - register party mode at party manager + arguments: info: table + Name: String; //< Name used as identifier (language strings, etc.). Has to be set. + CanNonParty: Boolean //< mode is playable when not in party mode. defaulted to false if not set + CanParty: Boolean //< mode is playable in party mode. defaulted to false if not set + PlayerCount: Table //< playable with one, two, three etc. players per team. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players) + TeamCount: Table //< playable with one, two, three etc. different teams. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players) + + BeforeSongSelect: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed) + AfterSongSelect: String //< name of global that will be called after song is selected (if nil, not callable or returns true, default action will be executed) + + BeforeSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed) + OnSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed) + AfterSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)} +function ULuaParty_Register(L: Plua_State): Integer; cdecl; + var + Info: TParty_ModeInfo; + Key: String; + P: TLuaPlugin; +begin + Result := 0; + + // check for table on stack + luaL_checkType(L, 1, LUA_TTABLE); + + // get parent id + P := Lua_GetOwner(L); + + + // set mode info to default + Party.DefaultModeInfo(Info); + + + // set parent in info rec and pop it from stack + Info.Parent := P.Id; + + // go through table elements + lua_pushNil(L); + while (lua_Next(L, 1) <> 0) do + begin + Key := lowercase(lua_ToString(L, -2)); + + if (Key = 'name') and lua_isString(L, -1) then + Info.Name := lua_toString(L, -1) + else if (Key = 'cannonparty') and lua_isBoolean(L, -1) then + Info.CanNonParty := lua_toBoolean(L, -1) + else if (Key = 'canparty') and lua_isBoolean(L, -1) then + Info.CanParty := lua_toBoolean(L, -1) + else if (Key = 'playercount') and lua_isTable(L, -1) then + Info.PlayerCount := lua_toBinInt(L, -1) + else if (Key = 'teamcount') and lua_isTable(L, -1) then + Info.TeamCount := lua_toBinInt(L, -1) + else if (Key = 'beforesongselect') and lua_isString(L, -1) then + Info.Functions.BeforeSongSelect := lua_toString(L, -1) + else if (Key = 'aftersongselect') and lua_isString(L, -1) then + Info.Functions.AfterSongSelect := lua_toString(L, -1) + else if (Key = 'beforesing') and lua_isString(L, -1) then + Info.Functions.BeforeSing := lua_toString(L, -1) + else if (Key = 'onsing') and lua_isString(L, -1) then + Info.Functions.OnSing := lua_toString(L, -1) + else if (Key = 'aftersing') and lua_isString(L, -1) then + Info.Functions.AfterSing := lua_toString(L, -1); + + // pop value from stack so key is on top + lua_pop(L, 1); + end; + + // clear stack from table + lua_pop(L, lua_gettop(L)); + + if not Party.RegisterMode(Info) then + luaL_error(L, PChar('can''t register party mode at party manager in Party.Register. Is Info.Name defined or is there another mode with this name?')); +end; + +{ Party.GameFinished - returns true if no party game is running or all rounds + of current game were played } +function ULuaParty_GameFinished(L: Plua_State): Integer; cdecl; +begin + // clear stack + lua_pop(L, lua_gettop(L)); + + // push result + lua_pushBoolean(L, Party.GameFinished); + + //we return one value + Result := 1; +end; + +{ Party.SetRoundRanking - sets ranking of current party round, + if no party game is started or party game is finished + it will raise an error } +function ULuaParty_SetRoundRanking(L: Plua_State): Integer; cdecl; +var + R: AParty_TeamRanking; + I: Integer; + Rank: Integer; +begin + Result := 0; + + luaL_checktype(L, 1, LUA_TTABLE); + + lua_checkstack(L, 1); + + SetLength(R, Length(Party.Teams)); + + for I := 0 to High(R) do + begin + lua_pushInteger(L, (I+1)); + lua_gettable(L, 1); + + R[I].Rank := Length(R); + R[I].Team := I; + if (lua_isnumber(L, -1)) then + begin + Rank := lua_toInteger(L, -1); + if (Rank >= 1) and (Rank <= Length(R)) then + R[I].Rank := Rank + end; + + lua_pop(L, 1); + + end; + + // pop table + lua_pop(L, 1); + + if (not Party.SetRanking(R)) then + luaL_error(L, PChar('cann''t set party round ranking. Is party started and not finished yet?')); +end; + +{ Party.GetTeams - returns a table with all information and structure as + in the TPartyGame.Teams array } +function ULuaParty_GetTeams(L: Plua_State): Integer; cdecl; + var + Team: Integer; + Player: Integer; +begin + // clear stack + lua_pop(L, lua_gettop(L)); + + // ensure we have enough stack slots left + lua_checkstack(L, 7); + + // create the table we want to return + lua_createtable(L, Length(Party.Teams), 0); + + // add the teams + for Team := 0 to High(Party.Teams) do + begin + // push key for current teams value. lua array beggins at 1 + lua_pushInteger(L, Team + 1); + + // push table containing team info and players table + lua_createtable(L, 0, 5); + + // team name + lua_pushString(L, PChar(Party.Teams[Team].Name)); + lua_setField(L, -2, 'Name'); + + // team score + lua_pushInteger(L, Party.Teams[Team].Score); + lua_setField(L, -2, 'Score'); + + // team jokers left + lua_pushInteger(L, Party.Teams[Team].JokersLeft); + lua_setField(L, -2, 'JokersLeft'); + + // team nextPlayer + lua_pushInteger(L, Party.Teams[Team].NextPlayer); + lua_setField(L, -2, 'NextPlayer'); + + // team players table + lua_createtable(L, Length(Party.Teams[Team].Players), 0); + + //add players + for Player := 0 to High(Party.Teams[Team].Players) do + begin + // push key for current players value. lua array beggins at 1 + lua_pushInteger(L, Player + 1); + + // push table containing player info + lua_createTable(L, 0, 2); + + // player name + lua_PushString(L, PChar(Party.Teams[Team].Players[Player].Name)); + lua_SetField(L, -2, 'Name'); + + // players times played + lua_PushInteger(L, Party.Teams[Team].Players[Player].TimesPlayed); + lua_SetField(L, -2, 'TimesPlayed'); + + // add value - key - pair to teams player table + lua_setTable(L, -3); + end; + + lua_setField(L, -2, 'Players'); + + // add value - key - pair to returned table + lua_setTable(L, -3); + end; + + // we return 1 value (the first table) + Result := 1; +end; + +{ Party.SetTeams - changes all fields from TPartyGame.Teams that have been + set in the table given as first argument} +function ULuaParty_SetTeams(L: Plua_State): Integer; cdecl; + + procedure Do_Player(Team, Player: Integer); + var + Key: String; + begin + if (Player >= 0) and (Player <= High(Party.Teams[Team].Players)) then + begin + // go through table elements + lua_pushNil(L); + while (lua_Next(L, -2) <> 0) do + begin + Key := lowercase(lua_ToString(L, -2)); + + if (Key = 'name') and lua_isString(L, -1) then + Party.Teams[Team].Players[Player].Name := lua_toString(L, -1) + else if (Key = 'timesplayed') and lua_isNumber(L, -1) then + Party.Teams[Team].Players[Player].TimesPlayed := lua_toInteger(L, -1); + + // pop value from stack so key is on top + lua_pop(L, 1); + end; + end; + end; + + procedure Do_Players(Team: Integer); + begin + // go through table elements + lua_pushNil(L); + while (lua_Next(L, -2) <> 0) do + begin + // check if key is a number and value is a table + if (lua_isNumber(L, -2)) and (lua_isTable(L, -1)) then + Do_Player(Team, lua_toInteger(L, -2)); + + // pop value from stack so key is on top + lua_pop(L, 1); + end; + end; + + procedure Do_Team(Team: Integer); + var + Key: String; + begin + if (Team >= 0) and (Team <= High(Party.Teams)) then + begin + // go through table elements + lua_pushNil(L); + while (lua_Next(L, -2) <> 0) do + begin + Key := lowercase(lua_ToString(L, -2)); + + if (Key = 'name') and lua_isString(L, -1) then + Party.Teams[Team].Name := lua_toString(L, -1) + else if (Key = 'score') and lua_isNumber(L, -1) then + Party.Teams[Team].Score := lua_toInteger(L, -1) + else if (Key = 'jokersleft') and lua_isNumber(L, -1) then + Party.Teams[Team].JokersLeft := lua_toInteger(L, -1) + else if (Key = 'currentplayer') and lua_isNumber(L, -1) then + Party.Teams[Team].NextPlayer := lua_toInteger(L, -1) + else if (Key = 'players') and lua_isTable(L, -1) then + Do_Players(Team); + + // pop value from stack so key is on top + lua_pop(L, 1); + end; + end; + end; +begin + Result := 0; + + // check for table on stack + luaL_checkType(L, 1, LUA_TTABLE); + + + // go through table elements + lua_pushNil(L); + while (lua_Next(L, 1) <> 0) do + begin + // check if key is a number and value is a table + if (lua_isNumber(L, -2)) and (lua_isTable(L, -1)) then + Do_Team(lua_toInteger(L, -2)); + + // pop value from stack so key is on top + lua_pop(L, 1); + end; + + // clear stack from table + lua_pop(L, lua_gettop(L)); +end; + end.
\ No newline at end of file diff --git a/src/lua/ULuaScreenSing.pas b/src/lua/ULuaScreenSing.pas index 7e17224c..8968eb36 100644 --- a/src/lua/ULuaScreenSing.pas +++ b/src/lua/ULuaScreenSing.pas @@ -1,489 +1,489 @@ -{* UltraStar Deluxe - Karaoke Game
- *
- * UltraStar Deluxe is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * 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; see the file COPYING. If not, write to
- * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- *
- * $URL: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/lua/ULuaTexture.pas $
- * $Id: ULuaTexture.pas 1551 2009-01-04 14:08:33Z Hawkear $
- *}
-
-unit ULuaScreenSing;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- ULua;
-
-{ returns a table with following structure:
- t[1..playercount] = score of player i }
-function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
-
-{ returns a table with following structure:
- t[1..playercount] = rating of player i range: [0..1] }
-function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
-
-{ returns a table with following structure:
- t[1..playercount] = rect of players score background: table(x, y, w, h) }
-function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
-
-{ returns a table with following structure:
- t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
-function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.GetBPM - no arguments
- returns the beats per minutes of the current song in quarts }
-function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.BeatsToSeconds(Beats: float)
- returns the time in seconds that the given number of beats (in quarts) last }
-function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.SecondsToBeats(Seconds: float)
- returns the Beats in quarts that the given seconds last }
-function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
-function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
-
-{ finishes current song, if sing screen is not shown it will raise
- an error }
-function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.GetSettings - no arguments
- returns a table filled with the data of TScreenSing.Settings }
-function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.SetSettings - arguments: Table
- sets all attributes of TScreenSing.Settings that are
- unequal to nil in Table }
-function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.GetSongLines - no arguments
- returns a table filled with lines of the loaded song or
- nil if no song is loaded (singscreen is not displayed)
- structure of returned table:
- array [1.."count of lines"]
- \
- | Start: integer - beat the line is displayed at (on top of lyrics display)
- | Lyric: string - full lyric of the line
- | Notes: array [1.."count notes of this line"]
- \
- | Start: integer - beat the note starts at
- | Length: integer - length in beats
- | Tone: integer - pitch that has to be sung, full range
- | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
- | Text: string - text of this fragment }
-function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
-
-const
- ULuaScreenSing_Lib_f: array [0..11] of lual_reg = (
- (name:'GetScores';func:ULuaScreenSing_GetScores),
- (name:'GetRating';func:ULuaScreenSing_GetRating),
- (name:'GetBPM';func:ULuaScreenSing_GetBPM),
- (name:'BeatsToSeconds';func:ULuaScreenSing_BeatsToSeconds),
- (name:'SecondsToBeats';func:ULuaScreenSing_SecondsToBeats),
- (name:'GetBeat';func:ULuaScreenSing_GetBeat),
- (name:'GetScoreBGRect';func:ULuaScreenSing_GetScoreBGRect),
- (name:'GetRBRect';func:ULuaScreenSing_GetRBRect),
- (name:'Finish';func:ULuaScreenSing_Finish),
- (name:'GetSettings';func:ULuaScreenSing_GetSettings),
- (name:'SetSettings';func:ULuaScreenSing_SetSettings),
- (name:'GetSongLines';func:ULuaScreenSing_GetSongLines)
- );
-
-implementation
-uses UScreenSing, UNote, UDisplay, UGraphic, UMusic, ULuaUtils, SysUtils;
-
-{ returns a table with following structure:
- t[1..playercount] = score of player i }
-function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
- var
- Top: Integer;
- I: Integer;
-begin
- Result := 1;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- // create table
- lua_createtable(L, Length(Player), 0);
-
- // fill w/ values
- for I := 0 to High(Player) do
- begin
- lua_pushInteger(L, I + 1);
- lua_pushInteger(L, Player[I].ScoreTotalInt);
-
- lua_settable(L, -3);
- end;
-
- // leave table on stack, it is our result
-end;
-
-{ returns a table with following structure:
- t[1..playercount] = rating of player i range: [0..1] }
-function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
- var
- Top: Integer;
- I: Integer;
-begin
- Result := 1;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- // create table
- lua_createtable(L, Length(Player), 0);
-
- // fill w/ values
- for I := 0 to High(ScreenSing.Scores.Players) do
- begin
- lua_pushInteger(L, I + 1);
- lua_pushNumber(L, ScreenSing.Scores.Players[I].RBPos);
-
- lua_settable(L, -3);
- end;
-
- // leave table on stack, it is our result
-end;
-
-{ ScreenSing.GetBPM - no arguments
- returns the beats per minutes of the current song in quarts }
-function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
-begin
- lua_ClearStack(L);
- Result := 1;
-
- if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
- lua_PushNumber(L, 0) // in case of error
- else if (Length(CurrentSong.BPM) = 1) then
- lua_PushNumber(L, CurrentSong.BPM[0].BPM)
- else
- begin
- // to-do: do this for songs w/ BPM changes
- // or drop support for BPM changes?!
- end;
-end;
-
-{ ScreenSing.BeatsToSeconds(Beats: float)
- returns the time in seconds that the given number of beats (in quarts) last }
-function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
-begin
- Result := 1;
-
- if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
- lua_PushNumber(L, 0) // in case of error
- else if (Length(CurrentSong.BPM) = 1) then
- lua_PushNumber(L, luaL_CheckNumber(L, 1) * 60 / CurrentSong.BPM[0].BPM)
- else
- begin
- // to-do: do this for songs w/ BPM changes
- // or drop support for BPM changes?!
- end;
-end;
-
-{ ScreenSing.BeatsToSeconds(Seconds: float)
- returns the Beats in quarts that the given seconds last }
-function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
-begin
- Result := 1;
-
- if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
- lua_PushNumber(L, 0)
- else if (Length(CurrentSong.BPM) = 1) then
- lua_PushNumber(L, luaL_CheckNumber(L, 1) * CurrentSong.BPM[0].BPM / 60)
- else
- begin
- // to-do: do this for songs w/ BPM changes
- // or drop support for BPM changes?!
- end;
-end;
-
-{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
-function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
-var top: Integer;
-begin
- //remove arguments (if any)
- top := lua_gettop(L);
-
- if (top > 0) then
- lua_pop(L, top);
-
- //push result
- lua_pushnumber(L, LyricsState.MidBeat);
- Result := 1; //one result
-end;
-
-{ returns a table with following structure:
- t[1..playercount] = rect of players ScoreBG: table(x, y, w, h) }
-function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
- var
- Top: Integer;
- I: Integer;
-begin
- Result := 1;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- // create table
- lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
-
- // fill w/ values
- for I := 0 to High(ScreenSing.Scores.Players) do
- begin
- lua_pushInteger(L, I + 1);
-
- if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
- // player has no position, prevent crash by pushing nil
- lua_pushNil(L)
- else
- with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
- lua_PushRect(L, BGX, BGY, BGW, BGH);
-
-
- lua_settable(L, -3);
- end;
-
- // leave table on stack, it is our result
-end;
-
-{ returns a table with following structure:
- t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
-function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
- var
- Top: Integer;
- I: Integer;
-begin
- Result := 1;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- // create table
- lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
-
- // fill w/ values
- for I := 0 to High(ScreenSing.Scores.Players) do
- begin
- lua_pushInteger(L, I + 1);
-
- if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
- // player has no position, prevent crash by pushing nil
- lua_pushNil(L)
- else
- with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
- lua_PushRect(L, RBX, RBY, RBW, RBH);
-
-
- lua_settable(L, -3);
- end;
-
- // leave table on stack, it is our result
-end;
-
-{ finishes current song, if sing screen is not shown it will raise
- an error }
-function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
- var Top: Integer;
-begin
- Result := 0;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- if (Display.CurrentScreen^ = ScreenSing) then
- begin
- ScreenSing.EndSong;
- end
- else
- LuaL_error(L, 'Usdx.ScreenSing.Finish is called, but sing screen is not shown.');
-end;
-
-{ ScreenSing.GetSettings - no arguments
- returns a table filled with the data of TScreenSing }
-function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
- var Top: Integer;
-begin
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- lua_createtable(L, 0, 3);
-
- //fill table w/ info
- lua_pushBoolean(L, ScreenSing.Settings.LyricsVisible);
- lua_setField(L, -2, 'LyricsVisible');
-
- lua_pushBinInt(L, ScreenSing.Settings.NotesVisible);
- lua_setField(L, -2, 'NotesVisible');
-
- lua_pushBinInt(L, ScreenSing.Settings.PlayerEnabled);
- lua_setField(L, -2, 'PlayerEnabled');
-
-
- Result := 1;
-end;
-
-{ ScreenSing.SetSettings - arguments: Table
- sets all attributes of TScreenSing.Settings that are
- unequal to nil in Table }
-function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
- var
- Key: String;
-begin
- Result := 0;
-
- // check for table on stack
- luaL_checkType(L, 1, LUA_TTABLE);
-
- // go through table elements
- lua_pushNil(L);
- while (lua_Next(L, 1) <> 0) do
- begin
- Key := lowercase(lua_ToString(L, -2));
-
- if (Key = 'lyricsvisible') and (lua_isBoolean(L, -1)) then
- ScreenSing.settings.LyricsVisible := lua_toBoolean(L, -1)
- else if (Key = 'notesvisible') and (lua_isTable(L, -1)) then
- ScreenSing.settings.NotesVisible := lua_toBinInt(L, -1)
- else if (Key = 'playerenabled') and (lua_isTable(L, -1)) then
- ScreenSing.settings.PlayerEnabled := lua_toBinInt(L, -1);
-
- // pop value from stack so key is on top
- lua_pop(L, 1);
- end;
-
- // clear stack from table
- lua_pop(L, lua_gettop(L));
-
- ScreenSing.ApplySettings;
-end;
-
-{ ScreenSing.GetSongLines - no arguments
- returns a table filled with lines of the loaded song or
- nil if no song is loaded (singscreen is not displayed)
- structure of returned table:
- array [1.."count of lines"]
- \
- | Start: integer - beat the line is displayed at (on top of lyrics display)
- | Lyric: string - full lyric of the line
- | Notes: array [1.."count notes of this line"]
- \
- | Start: integer - beat the note starts at
- | Length: integer - length in beats
- | Tone: integer - pitch that has to be sung, full range
- | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
- | Text: string - text of this fragment }
-function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
- var
- I, J: Integer;
-begin
- Result := 1;
- if (Length(Lines) >= 1) then
- begin
- lua_ClearStack(L);
-
- if not lua_CheckStack(L, 7) then
- luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines'));
-
- // lines array table
- lua_CreateTable(L, Length(Lines[0].Line), 0);
-
- for I := 0 to High(Lines[0].Line) do
- with Lines[0].Line[I] do
- begin
- lua_pushInteger(L, I+1);
-
- // line struct table
- lua_CreateTable(L, 0, 3);
-
- // line start
- lua_PushInteger(L, Start);
- lua_SetField(L, -2, PChar('Start'));
-
- // line lyric
- lua_PushString(L, PChar(Lyric));
- lua_SetField(L, -2, PChar('Lyric'));
-
- //line notes array table
- lua_CreateTable(L, Length(Note), 0);
-
- for J := 0 to High(Note) do
- begin
- lua_PushInteger(L, J + 1);
-
- // note struct table
- lua_CreateTable(L, 0, 5);
-
- // Notes[J+1].Start
- lua_PushInteger(L, Note[J].Start);
- lua_SetField(L, -2, PChar('Start'));
-
- // Notes[J+1].Length
- lua_PushInteger(L, Note[J].Length);
- lua_SetField(L, -2, PChar('Length'));
-
- // Notes[J+1].Tone
- lua_PushInteger(L, Note[J].Tone);
- lua_SetField(L, -2, PChar('Tone'));
-
- // Notes[J+1].NoteType
- lua_PushInteger(L, Integer(Note[J].NoteType));
- lua_SetField(L, -2, PChar('NoteType'));
-
- // Notes[J+1].Text
- lua_PushString(L, PChar(Note[J].Text));
- lua_SetField(L, -2, PChar('Text'));
-
- lua_SetTable(L, -3);
- end;
-
- lua_SetField(L, -2, PChar('Notes'));
-
- // save line to array table
- lua_setTable(L, -3);
- end;
- end
- else
- begin
- lua_ClearStack(L);
- lua_pushNil(L);
- end;
-end;
-
+{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * 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; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/lua/ULuaTexture.pas $ + * $Id: ULuaTexture.pas 1551 2009-01-04 14:08:33Z Hawkear $ + *} + +unit ULuaScreenSing; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + ULua; + +{ returns a table with following structure: + t[1..playercount] = score of player i } +function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl; + +{ returns a table with following structure: + t[1..playercount] = rating of player i range: [0..1] } +function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl; + +{ returns a table with following structure: + t[1..playercount] = rect of players score background: table(x, y, w, h) } +function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl; + +{ returns a table with following structure: + t[1..playercount] = rect of players rating bar: table(x, y, w, h) } +function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl; + +{ ScreenSing.GetBPM - no arguments + returns the beats per minutes of the current song in quarts } +function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl; + +{ ScreenSing.BeatsToSeconds(Beats: float) + returns the time in seconds that the given number of beats (in quarts) last } +function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl; + +{ ScreenSing.SecondsToBeats(Seconds: float) + returns the Beats in quarts that the given seconds last } +function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl; + +{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) } +function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl; + +{ finishes current song, if sing screen is not shown it will raise + an error } +function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl; + +{ ScreenSing.GetSettings - no arguments + returns a table filled with the data of TScreenSing.Settings } +function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl; + +{ ScreenSing.SetSettings - arguments: Table + sets all attributes of TScreenSing.Settings that are + unequal to nil in Table } +function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl; + +{ ScreenSing.GetSongLines - no arguments + returns a table filled with lines of the loaded song or + nil if no song is loaded (singscreen is not displayed) + structure of returned table: + array [1.."count of lines"] + \ + | Start: integer - beat the line is displayed at (on top of lyrics display) + | Lyric: string - full lyric of the line + | Notes: array [1.."count notes of this line"] + \ + | Start: integer - beat the note starts at + | Length: integer - length in beats + | Tone: integer - pitch that has to be sung, full range + | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden + | Text: string - text of this fragment } +function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl; + +const + ULuaScreenSing_Lib_f: array [0..11] of lual_reg = ( + (name:'GetScores';func:ULuaScreenSing_GetScores), + (name:'GetRating';func:ULuaScreenSing_GetRating), + (name:'GetBPM';func:ULuaScreenSing_GetBPM), + (name:'BeatsToSeconds';func:ULuaScreenSing_BeatsToSeconds), + (name:'SecondsToBeats';func:ULuaScreenSing_SecondsToBeats), + (name:'GetBeat';func:ULuaScreenSing_GetBeat), + (name:'GetScoreBGRect';func:ULuaScreenSing_GetScoreBGRect), + (name:'GetRBRect';func:ULuaScreenSing_GetRBRect), + (name:'Finish';func:ULuaScreenSing_Finish), + (name:'GetSettings';func:ULuaScreenSing_GetSettings), + (name:'SetSettings';func:ULuaScreenSing_SetSettings), + (name:'GetSongLines';func:ULuaScreenSing_GetSongLines) + ); + +implementation +uses UScreenSing, UNote, UDisplay, UGraphic, UMusic, ULuaUtils, SysUtils; + +{ returns a table with following structure: + t[1..playercount] = score of player i } +function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl; + var + Top: Integer; + I: Integer; +begin + Result := 1; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + // create table + lua_createtable(L, Length(Player), 0); + + // fill w/ values + for I := 0 to High(Player) do + begin + lua_pushInteger(L, I + 1); + lua_pushInteger(L, Player[I].ScoreTotalInt); + + lua_settable(L, -3); + end; + + // leave table on stack, it is our result +end; + +{ returns a table with following structure: + t[1..playercount] = rating of player i range: [0..1] } +function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl; + var + Top: Integer; + I: Integer; +begin + Result := 1; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + // create table + lua_createtable(L, Length(Player), 0); + + // fill w/ values + for I := 0 to High(ScreenSing.Scores.Players) do + begin + lua_pushInteger(L, I + 1); + lua_pushNumber(L, ScreenSing.Scores.Players[I].RBPos); + + lua_settable(L, -3); + end; + + // leave table on stack, it is our result +end; + +{ ScreenSing.GetBPM - no arguments + returns the beats per minutes of the current song in quarts } +function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl; +begin + lua_ClearStack(L); + Result := 1; + + if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then + lua_PushNumber(L, 0) // in case of error + else if (Length(CurrentSong.BPM) = 1) then + lua_PushNumber(L, CurrentSong.BPM[0].BPM) + else + begin + // to-do: do this for songs w/ BPM changes + // or drop support for BPM changes?! + end; +end; + +{ ScreenSing.BeatsToSeconds(Beats: float) + returns the time in seconds that the given number of beats (in quarts) last } +function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl; +begin + Result := 1; + + if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then + lua_PushNumber(L, 0) // in case of error + else if (Length(CurrentSong.BPM) = 1) then + lua_PushNumber(L, luaL_CheckNumber(L, 1) * 60 / CurrentSong.BPM[0].BPM) + else + begin + // to-do: do this for songs w/ BPM changes + // or drop support for BPM changes?! + end; +end; + +{ ScreenSing.BeatsToSeconds(Seconds: float) + returns the Beats in quarts that the given seconds last } +function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl; +begin + Result := 1; + + if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then + lua_PushNumber(L, 0) + else if (Length(CurrentSong.BPM) = 1) then + lua_PushNumber(L, luaL_CheckNumber(L, 1) * CurrentSong.BPM[0].BPM / 60) + else + begin + // to-do: do this for songs w/ BPM changes + // or drop support for BPM changes?! + end; +end; + +{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) } +function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl; +var top: Integer; +begin + //remove arguments (if any) + top := lua_gettop(L); + + if (top > 0) then + lua_pop(L, top); + + //push result + lua_pushnumber(L, LyricsState.MidBeat); + Result := 1; //one result +end; + +{ returns a table with following structure: + t[1..playercount] = rect of players ScoreBG: table(x, y, w, h) } +function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl; + var + Top: Integer; + I: Integer; +begin + Result := 1; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + // create table + lua_createtable(L, Length(ScreenSing.Scores.Players), 0); + + // fill w/ values + for I := 0 to High(ScreenSing.Scores.Players) do + begin + lua_pushInteger(L, I + 1); + + if (ScreenSing.Scores.Players[I].Position = High(Byte)) then + // player has no position, prevent crash by pushing nil + lua_pushNil(L) + else + with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do + lua_PushRect(L, BGX, BGY, BGW, BGH); + + + lua_settable(L, -3); + end; + + // leave table on stack, it is our result +end; + +{ returns a table with following structure: + t[1..playercount] = rect of players rating bar: table(x, y, w, h) } +function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl; + var + Top: Integer; + I: Integer; +begin + Result := 1; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + // create table + lua_createtable(L, Length(ScreenSing.Scores.Players), 0); + + // fill w/ values + for I := 0 to High(ScreenSing.Scores.Players) do + begin + lua_pushInteger(L, I + 1); + + if (ScreenSing.Scores.Players[I].Position = High(Byte)) then + // player has no position, prevent crash by pushing nil + lua_pushNil(L) + else + with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do + lua_PushRect(L, RBX, RBY, RBW, RBH); + + + lua_settable(L, -3); + end; + + // leave table on stack, it is our result +end; + +{ finishes current song, if sing screen is not shown it will raise + an error } +function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl; + var Top: Integer; +begin + Result := 0; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + if (Display.CurrentScreen^ = ScreenSing) then + begin + ScreenSing.EndSong; + end + else + LuaL_error(L, 'Usdx.ScreenSing.Finish is called, but sing screen is not shown.'); +end; + +{ ScreenSing.GetSettings - no arguments + returns a table filled with the data of TScreenSing } +function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl; + var Top: Integer; +begin + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + lua_createtable(L, 0, 3); + + //fill table w/ info + lua_pushBoolean(L, ScreenSing.Settings.LyricsVisible); + lua_setField(L, -2, 'LyricsVisible'); + + lua_pushBinInt(L, ScreenSing.Settings.NotesVisible); + lua_setField(L, -2, 'NotesVisible'); + + lua_pushBinInt(L, ScreenSing.Settings.PlayerEnabled); + lua_setField(L, -2, 'PlayerEnabled'); + + + Result := 1; +end; + +{ ScreenSing.SetSettings - arguments: Table + sets all attributes of TScreenSing.Settings that are + unequal to nil in Table } +function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl; + var + Key: String; +begin + Result := 0; + + // check for table on stack + luaL_checkType(L, 1, LUA_TTABLE); + + // go through table elements + lua_pushNil(L); + while (lua_Next(L, 1) <> 0) do + begin + Key := lowercase(lua_ToString(L, -2)); + + if (Key = 'lyricsvisible') and (lua_isBoolean(L, -1)) then + ScreenSing.settings.LyricsVisible := lua_toBoolean(L, -1) + else if (Key = 'notesvisible') and (lua_isTable(L, -1)) then + ScreenSing.settings.NotesVisible := lua_toBinInt(L, -1) + else if (Key = 'playerenabled') and (lua_isTable(L, -1)) then + ScreenSing.settings.PlayerEnabled := lua_toBinInt(L, -1); + + // pop value from stack so key is on top + lua_pop(L, 1); + end; + + // clear stack from table + lua_pop(L, lua_gettop(L)); + + ScreenSing.ApplySettings; +end; + +{ ScreenSing.GetSongLines - no arguments + returns a table filled with lines of the loaded song or + nil if no song is loaded (singscreen is not displayed) + structure of returned table: + array [1.."count of lines"] + \ + | Start: integer - beat the line is displayed at (on top of lyrics display) + | Lyric: string - full lyric of the line + | Notes: array [1.."count notes of this line"] + \ + | Start: integer - beat the note starts at + | Length: integer - length in beats + | Tone: integer - pitch that has to be sung, full range + | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden + | Text: string - text of this fragment } +function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl; + var + I, J: Integer; +begin + Result := 1; + if (Length(Lines) >= 1) then + begin + lua_ClearStack(L); + + if not lua_CheckStack(L, 7) then + luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines')); + + // lines array table + lua_CreateTable(L, Length(Lines[0].Line), 0); + + for I := 0 to High(Lines[0].Line) do + with Lines[0].Line[I] do + begin + lua_pushInteger(L, I+1); + + // line struct table + lua_CreateTable(L, 0, 3); + + // line start + lua_PushInteger(L, Start); + lua_SetField(L, -2, PChar('Start')); + + // line lyric + lua_PushString(L, PChar(Lyric)); + lua_SetField(L, -2, PChar('Lyric')); + + //line notes array table + lua_CreateTable(L, Length(Note), 0); + + for J := 0 to High(Note) do + begin + lua_PushInteger(L, J + 1); + + // note struct table + lua_CreateTable(L, 0, 5); + + // Notes[J+1].Start + lua_PushInteger(L, Note[J].Start); + lua_SetField(L, -2, PChar('Start')); + + // Notes[J+1].Length + lua_PushInteger(L, Note[J].Length); + lua_SetField(L, -2, PChar('Length')); + + // Notes[J+1].Tone + lua_PushInteger(L, Note[J].Tone); + lua_SetField(L, -2, PChar('Tone')); + + // Notes[J+1].NoteType + lua_PushInteger(L, Integer(Note[J].NoteType)); + lua_SetField(L, -2, PChar('NoteType')); + + // Notes[J+1].Text + lua_PushString(L, PChar(Note[J].Text)); + lua_SetField(L, -2, PChar('Text')); + + lua_SetTable(L, -3); + end; + + lua_SetField(L, -2, PChar('Notes')); + + // save line to array table + lua_setTable(L, -3); + end; + end + else + begin + lua_ClearStack(L); + lua_pushNil(L); + end; +end; + end.
\ No newline at end of file diff --git a/src/lua/ULuaUsdx.pas b/src/lua/ULuaUsdx.pas index d92289b1..ac40f180 100644 --- a/src/lua/ULuaUsdx.pas +++ b/src/lua/ULuaUsdx.pas @@ -1,145 +1,145 @@ -{* UltraStar Deluxe - Karaoke Game
- *
- * UltraStar Deluxe is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * 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; see the file COPYING. If not, write to
- * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- *}
-
-unit ULuaUsdx;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses ULua;
-
-{ some basic lua c functions from usdx table }
-
-{ Usdx.Time - returns sdl_time to have time numbers comparable with
- ultrastar deluxe ones. no arguments }
-function ULuaUsdx_Time(L: Plua_State): Integer; cdecl;
-
-{ Usdx.Version - returns Usdx version string (the same that US_Version
- language-constant does). no arguments }
-function ULuaUsdx_Version(L: Plua_State): Integer; cdecl;
-
-{ Usdx.Hook - returns an hook table with name and Unhook function
- arguments: event_name: string }
-function ULuaUsdx_Hook(L: Plua_State): Integer; cdecl;
-
-{ Usdx.ShutMeDown - no results, no arguments
- unloads the calling plugin }
-function ULuaUsdx_ShutMeDown(L: Plua_State): Integer; cdecl;
-
-const
- ULuaUsdx_Lib_f: array [0..4] of lual_reg = (
- (name:'Version'; func:ULuaUsdx_Version),
- (name:'Time'; func:ULuaUsdx_Time),
- (name:'Hook'; func:ULuaUsdx_Hook),
- (name:'ShutMeDown'; func:ULuaUsdx_ShutMeDown),
- (name:nil;func:nil)
- );
-
-implementation
-uses SDL, ULuaCore, ULuaUtils, UHookableEvent, UConfig;
-
-{ Usdx.Time - returns sdl_time to have time numbers comparable with
- ultrastar deluxe ones. no arguments }
-function ULuaUsdx_Time(L: Plua_State): Integer; cdecl;
- var top: Integer;
-begin
- //remove arguments (if any)
- top := lua_gettop(L);
-
- if (top > 0) then
- lua_pop(L, top);
-
- //push result
- lua_pushinteger(L, SDL_GetTicks);
- Result := 1; //one result
-end;
-
-{ Usdx.Version - returns Usdx version string (the same that US_Version
- language-constant does). no arguments }
-function ULuaUsdx_Version(L: Plua_State): Integer; cdecl;
- var top: Integer;
-begin
- //remove arguments (if any)
- top := lua_gettop(L);
-
- if (top > 0) then
- lua_pop(L, top);
-
- //push result
- lua_pushstring(L, PChar(USDXVersionStr()));
- Result := 1; //one result
-end;
-
-{ Usdx.Hook - returns an hook table with name and Unhook function
- arguments: event_name: string; function_name: string }
-function ULuaUsdx_Hook(L: Plua_State): Integer; cdecl;
-var
- EventName: String;
- FunctionName: String;
- P: TLuaPlugin;
- Event: THookableEvent;
-begin
- EventName := luaL_checkstring(L, 1);
- FunctionName := luaL_checkstring(L, 2);
-
- P := Lua_GetOwner(L);
-
- lua_pop(L, lua_gettop(L)); //clear stack
-
- Result := 1;
-
- Event := LuaCore.GetEventByName(EventName);
- if (Event <> nil) then
- begin
- Event.Hook(L, P.Id, FunctionName);
- end
- else
- luaL_error(L, PChar('event does not exist: ' + EventName));
-end;
-
-function ULuaUsdx_ShutMeDown(L: Plua_State): Integer; cdecl;
- var
- top: Integer;
- P: TLuaPlugin;
-begin
- Result := 0;
-
- //remove arguments (if any)
- top := lua_gettop(L);
-
- if (top > 0) then
- lua_pop(L, top);
-
- P := Lua_GetOwner(L);
-
- P.ShutMeDown;
-end;
-
+{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * 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; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit ULuaUsdx; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses ULua; + +{ some basic lua c functions from usdx table } + +{ Usdx.Time - returns sdl_time to have time numbers comparable with + ultrastar deluxe ones. no arguments } +function ULuaUsdx_Time(L: Plua_State): Integer; cdecl; + +{ Usdx.Version - returns Usdx version string (the same that US_Version + language-constant does). no arguments } +function ULuaUsdx_Version(L: Plua_State): Integer; cdecl; + +{ Usdx.Hook - returns an hook table with name and Unhook function + arguments: event_name: string } +function ULuaUsdx_Hook(L: Plua_State): Integer; cdecl; + +{ Usdx.ShutMeDown - no results, no arguments + unloads the calling plugin } +function ULuaUsdx_ShutMeDown(L: Plua_State): Integer; cdecl; + +const + ULuaUsdx_Lib_f: array [0..4] of lual_reg = ( + (name:'Version'; func:ULuaUsdx_Version), + (name:'Time'; func:ULuaUsdx_Time), + (name:'Hook'; func:ULuaUsdx_Hook), + (name:'ShutMeDown'; func:ULuaUsdx_ShutMeDown), + (name:nil;func:nil) + ); + +implementation +uses SDL, ULuaCore, ULuaUtils, UHookableEvent, UConfig; + +{ Usdx.Time - returns sdl_time to have time numbers comparable with + ultrastar deluxe ones. no arguments } +function ULuaUsdx_Time(L: Plua_State): Integer; cdecl; + var top: Integer; +begin + //remove arguments (if any) + top := lua_gettop(L); + + if (top > 0) then + lua_pop(L, top); + + //push result + lua_pushinteger(L, SDL_GetTicks); + Result := 1; //one result +end; + +{ Usdx.Version - returns Usdx version string (the same that US_Version + language-constant does). no arguments } +function ULuaUsdx_Version(L: Plua_State): Integer; cdecl; + var top: Integer; +begin + //remove arguments (if any) + top := lua_gettop(L); + + if (top > 0) then + lua_pop(L, top); + + //push result + lua_pushstring(L, PChar(USDXVersionStr())); + Result := 1; //one result +end; + +{ Usdx.Hook - returns an hook table with name and Unhook function + arguments: event_name: string; function_name: string } +function ULuaUsdx_Hook(L: Plua_State): Integer; cdecl; +var + EventName: String; + FunctionName: String; + P: TLuaPlugin; + Event: THookableEvent; +begin + EventName := luaL_checkstring(L, 1); + FunctionName := luaL_checkstring(L, 2); + + P := Lua_GetOwner(L); + + lua_pop(L, lua_gettop(L)); //clear stack + + Result := 1; + + Event := LuaCore.GetEventByName(EventName); + if (Event <> nil) then + begin + Event.Hook(L, P.Id, FunctionName); + end + else + luaL_error(L, PChar('event does not exist: ' + EventName)); +end; + +function ULuaUsdx_ShutMeDown(L: Plua_State): Integer; cdecl; + var + top: Integer; + P: TLuaPlugin; +begin + Result := 0; + + //remove arguments (if any) + top := lua_gettop(L); + + if (top > 0) then + lua_pop(L, top); + + P := Lua_GetOwner(L); + + P.ShutMeDown; +end; + end.
\ No newline at end of file diff --git a/src/lua/ULuaUtils.pas b/src/lua/ULuaUtils.pas index 143b34d4..92122152 100644 --- a/src/lua/ULuaUtils.pas +++ b/src/lua/ULuaUtils.pas @@ -1,186 +1,186 @@ -{* UltraStar Deluxe - Karaoke Game
- *
- * UltraStar Deluxe is the legal property of its developers, whose names
- * are too numerous to list here. Please refer to the COPYRIGHT
- * file distributed with this source distribution.
- *
- * 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; see the file COPYING. If not, write to
- * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- *
- * $URL$
- * $Id$
- *}
-
-unit ULuaUtils;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses ULua, ULuaCore;
-
-{ converts a lua table with a structure like:
- * = 1 , * = 4 , * = 5
- to an integer with the value:
- 0b11001
- does not pop anything }
-function Lua_ToBinInt(L: PLua_State; idx: Integer): Integer;
-
-{ converts an integer with the value:
- 0b11001
- to a lua table with a structure like:
- * = 1 , * = 4 , * = 5
- and pushed the table onto the stack }
-procedure Lua_PushBinInt(L: PLua_State; BinInt: Integer);
-
-{ pushes a table with position and size of a rectangle
- t.x => position of the rectangle in pixels at x-axis
- t.y => position of the rectangle in pixels at y-axis
- t.w => width of the rectangle
- t.h => height of the rectangle }
-procedure Lua_PushRect(L: PLua_State; X, Y, W, H: Double);
-
-{ returns plugin that is the owner of the given state
- may raise a lua error if the parent id is not found
- in states registry, if state owner does not exists
- or is not loaded. So a check for a nil value is not
- necessary }
-function Lua_GetOwner(L: PLua_State): TLuaPlugin;
-
-{ this is a helper in case an evenet owner don't has no use for the results
- returns number of popped elements }
-function Lua_ClearStack(L: Plua_State): Integer;
-
-
-implementation
-
-{ converts a lua table with a structure like:
- * = 1 , * = 4 , * = 5
- to an integer with the value:
- 0b11001
- does not pop anything }
-function Lua_ToBinInt(L: PLua_State; idx: Integer): Integer;
- var
- I: Integer;
-begin
- // default: no bits set
- Result := 0;
-
- lua_checkstack(L, 2);
-
- if (idx < 0) then
- dec(idx); // we will push one value before using this
-
- lua_PushNil(L);
- while (lua_next(L, idx) <> 0) do
- begin
- if (lua_isNumber(L, -1)) then
- begin //check if we got an integer value from 1 to 32
- I := lua_toInteger(L, -1);
- if (I >= 1) and (I <= 32) then
- Result := Result or 1 shl (I - 1);
- end;
-
- // pop value, so key is on top
- lua_pop(L, 1);
- end;
-end;
-
-{ converts an integer with the value:
- 0b11001
- to a lua table with a structure like:
- * = 1 , * = 4 , * = 5
- and pushed the table onto the stack }
-procedure Lua_PushBinInt(L: PLua_State; BinInt: Integer);
-var
- I, Index: Integer;
-begin
- lua_newTable(L);
-
-
- Index := 1; //< lua starts w/ index 1
- for I := 0 to 31 do
- if (BinInt and (1 shl I) <> 0) then
- begin
- lua_pushInteger(L, Index);
- lua_pushInteger(L, I);
- lua_settable(L, -3);
-
- Inc(Index);
- end;
-end;
-
-{ pushes a table with position and size of a rectangle
- t.x => position of the rectangle in pixels at x-axis
- t.y => position of the rectangle in pixels at y-axis
- t.w => width of the rectangle
- t.h => height of the rectangle }
-procedure Lua_PushRect(L: PLua_State; X, Y, W, H: Double);
-begin
- lua_createtable(L, 0, 4); // table w/ 4 record fields
-
- // x pos
- lua_pushNumber(L, X);
- lua_setField(L, -2, 'x');
-
- // y pos
- lua_pushNumber(L, Y);
- lua_setField(L, -2, 'y');
-
- // width
- lua_pushNumber(L, W);
- lua_setField(L, -2, 'w');
-
- // height
- lua_pushNumber(L, H);
- lua_setField(L, -2, 'h');
-end;
-
-{ returns plugin that is the owner of the given state
- may raise a lua error if the parent id is not found
- in states registry, if state owner does not exists
- or is not loaded. So a check for a nil value is not
- necessary }
-function Lua_GetOwner(L: PLua_State): TLuaPlugin;
-begin
- lua_checkstack(L, 1);
-
- lua_getfield (L, LUA_REGISTRYINDEX, '_USDX_STATE_ID');
- if (not lua_isNumber(L, -1)) then
- luaL_error(L, 'unable to get _USDX_STATE_ID');
-
- Result := LuaCore.GetPluginById(lua_toInteger(L, -1));
-
- lua_pop(L, 1); //< remove state id from stack
-
- if (Result = nil) then
- luaL_error(L, '_USDX_STATE_ID has invalid value')
- else if (Result.Status > psRunning) then
- luaL_error(L, 'owning plugin is not loaded or already unloaded in Lua_GetOwner');
-end;
-
-{ this is a helper in case an evenet owner don't has no use for the results
- returns number of popped elements }
-function Lua_ClearStack(L: Plua_State): Integer;
-begin
- Result := lua_gettop(L);
- lua_pop(L, Result);
-end;
-
+{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * 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; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit ULuaUtils; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses ULua, ULuaCore; + +{ converts a lua table with a structure like: + * = 1 , * = 4 , * = 5 + to an integer with the value: + 0b11001 + does not pop anything } +function Lua_ToBinInt(L: PLua_State; idx: Integer): Integer; + +{ converts an integer with the value: + 0b11001 + to a lua table with a structure like: + * = 1 , * = 4 , * = 5 + and pushed the table onto the stack } +procedure Lua_PushBinInt(L: PLua_State; BinInt: Integer); + +{ pushes a table with position and size of a rectangle + t.x => position of the rectangle in pixels at x-axis + t.y => position of the rectangle in pixels at y-axis + t.w => width of the rectangle + t.h => height of the rectangle } +procedure Lua_PushRect(L: PLua_State; X, Y, W, H: Double); + +{ returns plugin that is the owner of the given state + may raise a lua error if the parent id is not found + in states registry, if state owner does not exists + or is not loaded. So a check for a nil value is not + necessary } +function Lua_GetOwner(L: PLua_State): TLuaPlugin; + +{ this is a helper in case an evenet owner don't has no use for the results + returns number of popped elements } +function Lua_ClearStack(L: Plua_State): Integer; + + +implementation + +{ converts a lua table with a structure like: + * = 1 , * = 4 , * = 5 + to an integer with the value: + 0b11001 + does not pop anything } +function Lua_ToBinInt(L: PLua_State; idx: Integer): Integer; + var + I: Integer; +begin + // default: no bits set + Result := 0; + + lua_checkstack(L, 2); + + if (idx < 0) then + dec(idx); // we will push one value before using this + + lua_PushNil(L); + while (lua_next(L, idx) <> 0) do + begin + if (lua_isNumber(L, -1)) then + begin //check if we got an integer value from 1 to 32 + I := lua_toInteger(L, -1); + if (I >= 1) and (I <= 32) then + Result := Result or 1 shl (I - 1); + end; + + // pop value, so key is on top + lua_pop(L, 1); + end; +end; + +{ converts an integer with the value: + 0b11001 + to a lua table with a structure like: + * = 1 , * = 4 , * = 5 + and pushed the table onto the stack } +procedure Lua_PushBinInt(L: PLua_State; BinInt: Integer); +var + I, Index: Integer; +begin + lua_newTable(L); + + + Index := 1; //< lua starts w/ index 1 + for I := 0 to 31 do + if (BinInt and (1 shl I) <> 0) then + begin + lua_pushInteger(L, Index); + lua_pushInteger(L, I); + lua_settable(L, -3); + + Inc(Index); + end; +end; + +{ pushes a table with position and size of a rectangle + t.x => position of the rectangle in pixels at x-axis + t.y => position of the rectangle in pixels at y-axis + t.w => width of the rectangle + t.h => height of the rectangle } +procedure Lua_PushRect(L: PLua_State; X, Y, W, H: Double); +begin + lua_createtable(L, 0, 4); // table w/ 4 record fields + + // x pos + lua_pushNumber(L, X); + lua_setField(L, -2, 'x'); + + // y pos + lua_pushNumber(L, Y); + lua_setField(L, -2, 'y'); + + // width + lua_pushNumber(L, W); + lua_setField(L, -2, 'w'); + + // height + lua_pushNumber(L, H); + lua_setField(L, -2, 'h'); +end; + +{ returns plugin that is the owner of the given state + may raise a lua error if the parent id is not found + in states registry, if state owner does not exists + or is not loaded. So a check for a nil value is not + necessary } +function Lua_GetOwner(L: PLua_State): TLuaPlugin; +begin + lua_checkstack(L, 1); + + lua_getfield (L, LUA_REGISTRYINDEX, '_USDX_STATE_ID'); + if (not lua_isNumber(L, -1)) then + luaL_error(L, 'unable to get _USDX_STATE_ID'); + + Result := LuaCore.GetPluginById(lua_toInteger(L, -1)); + + lua_pop(L, 1); //< remove state id from stack + + if (Result = nil) then + luaL_error(L, '_USDX_STATE_ID has invalid value') + else if (Result.Status > psRunning) then + luaL_error(L, 'owning plugin is not loaded or already unloaded in Lua_GetOwner'); +end; + +{ this is a helper in case an evenet owner don't has no use for the results + returns number of popped elements } +function Lua_ClearStack(L: Plua_State): Integer; +begin + Result := lua_gettop(L); + lua_pop(L, Result); +end; + end.
\ No newline at end of file |