From ac1f8196a723e587f12ad355669d366f10e06f51 Mon Sep 17 00:00:00 2001 From: k-m_schindler Date: Sat, 22 Nov 2014 13:50:25 +0000 Subject: adjust eol and set svn property svn:eol-style native for all in lua git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@3087 b956fd51-792f-4845-bead-9b4dfca2ff2c --- src/lua/UHookableEvent.pas | 758 ++++++++--------- src/lua/ULuaCore.pas | 1970 ++++++++++++++++++++++---------------------- src/lua/ULuaParty.pas | 780 +++++++++--------- src/lua/ULuaScreenSing.pas | 976 +++++++++++----------- src/lua/ULuaUsdx.pas | 288 +++---- src/lua/ULuaUtils.pas | 370 ++++----- 6 files changed, 2571 insertions(+), 2571 deletions(-) (limited to 'src/lua') 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 -- cgit v1.2.3