OpenSceneGraph/src/osgWidget/Lua.cpp

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// -*-c++-*- osgWidget - Code by: Jeremy Moles (cubicool) 2007-2008
#include <osgDB/FileUtils>
#include <osgWidget/Lua>
#include <osgWidget/Box>
#include <osgWidget/WindowManager>
// If you want to build with LUA, include it--otherwise, typedef some of the data types
// so that we don't pollute our code too much with conditional includes.
#ifdef OSGWIDGET_USELUA
extern "C" {
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
}
#endif
namespace osgWidget {
// This namespace will include all of our Lua library functions. Otherwise, it'll be
// an empty namespace. This is 100% for code clarity, as this namespace is internal and
// not visible to the outside C/C++ world.
namespace lua {
#ifdef OSGWIDGET_USELUA
// Strings representing our global REGISTRY values.
const char* G_WM = "osgWidget_G_WindowManager";
WindowManager* getWindowManager(lua_State* L) {
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lua_pushstring(L, G_WM);
lua_gettable(L, LUA_REGISTRYINDEX);
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return reinterpret_cast<WindowManager*>(lua_touserdata(L, -1));
}
int newWindow(lua_State* L) {
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osg::ref_ptr<Window> w = new Box("testLUA", Box::HORIZONTAL);
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lua_pushstring(L, w->getName().c_str());
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return 1;
}
int newWidget(lua_State* L) {
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osg::ref_ptr<Widget> w = new Widget("testLUA", 0.0f, 0.0f);
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lua_pushstring(L, w->getName().c_str());
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return 1;
}
int getWindow(lua_State* L) {
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WindowManager* wm = getWindowManager(L);
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lua_pushlightuserdata(L, wm);
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return 1;
}
#endif
}
// A helper function for all those cases where we need to inform the user that there isn't
// a LUA engine available.
bool noLuaFail(const std::string& err) {
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warn() << err << "; Lua not compiled in library." << std::endl;
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return false;
}
// Our "private", internal data.
struct LuaEngineData {
#ifdef OSGWIDGET_USELUA
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LuaEngineData():
lua(0) {
}
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lua_State* lua;
#endif
};
LuaEngine::LuaEngine(WindowManager* wm):
_wm(wm) {
#ifdef OSGWIDGET_USELUA
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_data = new LuaEngineData();
#else
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_data = 0;
#endif
}
bool LuaEngine::initialize() {
#ifdef OSGWIDGET_USELUA
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_data->lua = lua_open();
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luaL_openlibs(_data->lua);
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static const struct luaL_reg library[] = {
{"newWindow", lua::newWindow},
{"newWidget", lua::newWidget},
{"getWindow", lua::getWindow},
{0, 0}
};
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luaL_openlib(_data->lua, "osgwidget", library, 0);
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// An alternative to using the Registry here would be to pass the WindowManager
// as a userdata "closure" (pvalue). Please see the following doc on more info:
// http://www.lua.org/pil/27.3.3.html
lua_pushstring(_data->lua, lua::G_WM);
lua_pushlightuserdata(_data->lua, _wm);
lua_settable(_data->lua, LUA_REGISTRYINDEX);
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return true;
#else
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return noLuaFail("Can't initialize the LuaEngine");
#endif
}
bool LuaEngine::close() {
#ifdef OSGWIDGET_USELUA
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lua_close(_data->lua);
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delete _data;
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return true;
#else
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return noLuaFail("Can't close the LuaEngine");
#endif
}
bool LuaEngine::eval(const std::string& code) {
#ifdef OSGWIDGET_USELUA
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if(luaL_dostring(_data->lua, code.c_str())) {
warn() << "LuaEngine::eval - " << lua_tostring(_data->lua, -1) << std::endl;
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return false;
}
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return true;
#else
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return noLuaFail("Can't evaluate code in LuaEngine");
#endif
}
bool LuaEngine::runFile(const std::string& filePath) {
#ifdef OSGWIDGET_USELUA
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if(!osgDB::fileExists(filePath)) {
warn() << "Couldn't find file \"" << filePath << "\" for LuaEngine." << std::endl;
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return false;
}
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if(luaL_dofile(_data->lua, filePath.c_str())) {
warn() << "LuaEngine::runFile - " << lua_tostring(_data->lua, -1) << std::endl;
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return false;
}
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return true;
#else
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return noLuaFail("Can't run file in LuaEngine");
#endif
}
}