90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
/*
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Copyright (c) 2014, Matthias Schiffer <mschiffer@universe-factory.net>
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "ScriptContext.hpp"
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namespace RPGEdit {
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namespace Control {
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void ScriptContext::setupEnv() {
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const std::pair<const char *, lua_CFunction> libs[] = {
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{"_G", luaopen_base},
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{"bit32", luaopen_bit32},
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{"math", luaopen_math},
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{"string", luaopen_string},
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{"table", luaopen_table},
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};
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for (auto &lib : libs) {
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luaL_requiref(L, lib.first, lib.second, 1);
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lua_pop(L, 1);
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}
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for (const char *f : {"dofile", "loadfile", "require"}) {
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lua_pushnil(L);
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lua_setglobal(L, f);
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}
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}
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void ScriptContext::cleanupEnv() {
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lua_pushglobaltable(L);
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lua_pushnil(L);
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lua_setmetatable(L, -2);
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lua_pushnil(L);
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while (lua_next(L, -2) != 0) {
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lua_pop(L, 1);
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lua_pushvalue(L, -1);
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lua_pushnil(L);
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lua_rawset(L, -4);
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}
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lua_pop(L, 1);
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}
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void ScriptContext::load(const std::string &script) {
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if (loadedScripts.count(script))
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return;
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std::string filename = "../resources/script/" + script + ".lua";
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lua_rawgetp(L, LUA_REGISTRYINDEX, this);
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lua_pushstring(L, script.c_str());
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luaL_loadfile(L, filename.c_str());
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lua_rawset(L, -3);
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lua_pop(L, 1);
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loadedScripts.insert(script);
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}
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}
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}
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