a64b412885
inappropriate warnings is a bad programming practice and does not desrve a place in the OSG code base.
171 lines
3.7 KiB
C++
171 lines
3.7 KiB
C++
// -*-c++-*- osgWidget - Code by: Jeremy Moles (cubicool) 2007-2008
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#include <osgDB/FileUtils>
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#include <osgWidget/Lua>
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#include <osgWidget/Box>
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#include <osgWidget/WindowManager>
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// If you want to build with LUA, include it--otherwise, typedef some of the data types
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// so that we don't pollute our code too much with conditional includes.
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#ifdef OSGWIDGET_USELUA
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extern "C" {
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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}
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#endif
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namespace osgWidget {
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// This namespace will include all of our Lua library functions. Otherwise, it'll be
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// an empty namespace. This is 100% for code clarity, as this namespace is internal and
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// not visible to the outside C/C++ world.
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namespace lua {
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#ifdef OSGWIDGET_USELUA
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// Strings representing our global REGISTRY values.
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const char* G_WM = "osgWidget_G_WindowManager";
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WindowManager* getWindowManager(lua_State* L) {
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lua_pushstring(L, G_WM);
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lua_gettable(L, LUA_REGISTRYINDEX);
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return reinterpret_cast<WindowManager*>(lua_touserdata(L, -1));
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}
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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;
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}
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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;
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}
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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;
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}
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#endif
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}
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// A helper function for all those cases where we need to inform the user that there isn't
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// a LUA engine available.
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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;
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}
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// Our "private", internal data.
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struct LuaEngineData {
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#ifdef OSGWIDGET_USELUA
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LuaEngineData():
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lua(0) {
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}
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lua_State* lua;
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#endif
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};
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LuaEngine::LuaEngine(WindowManager* wm):
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_wm(wm) {
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#ifdef OSGWIDGET_USELUA
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_data = new LuaEngineData();
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#else
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_data = 0;
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#endif
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}
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bool LuaEngine::initialize() {
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#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[] = {
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{"newWindow", lua::newWindow},
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{"newWidget", lua::newWidget},
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{"getWindow", lua::getWindow},
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{0, 0}
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};
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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
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// as a userdata "closure" (pvalue). Please see the following doc on more info:
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// http://www.lua.org/pil/27.3.3.html
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lua_pushstring(_data->lua, lua::G_WM);
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lua_pushlightuserdata(_data->lua, _wm);
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lua_settable(_data->lua, LUA_REGISTRYINDEX);
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return true;
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#else
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return noLuaFail("Can't initialize the LuaEngine");
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#endif
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}
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bool LuaEngine::close() {
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#ifdef OSGWIDGET_USELUA
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lua_close(_data->lua);
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delete _data;
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return true;
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#else
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return noLuaFail("Can't close the LuaEngine");
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#endif
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}
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bool LuaEngine::eval(const std::string& code) {
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#ifdef OSGWIDGET_USELUA
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if(luaL_dostring(_data->lua, code.c_str())) {
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warn() << "LuaEngine::eval - " << lua_tostring(_data->lua, -1) << std::endl;
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return false;
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}
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return true;
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#else
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return noLuaFail("Can't evaluate code in LuaEngine");
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#endif
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}
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bool LuaEngine::runFile(const std::string& filePath) {
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#ifdef OSGWIDGET_USELUA
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if(!osgDB::fileExists(filePath)) {
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warn() << "Couldn't find file \"" << filePath << "\" for LuaEngine." << std::endl;
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return false;
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}
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if(luaL_dofile(_data->lua, filePath.c_str())) {
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warn() << "LuaEngine::runFile - " << lua_tostring(_data->lua, -1) << std::endl;
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return false;
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}
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return true;
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#else
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return noLuaFail("Can't run file in LuaEngine");
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#endif
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}
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}
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