Panda3DS/src/lua.cpp
2024-02-01 20:02:53 +02:00

177 lines
No EOL
4.6 KiB
C++

#ifdef PANDA3DS_ENABLE_LUA
#include "lua_manager.hpp"
#ifndef __ANDROID__
extern "C" {
#include "luv.h"
}
#endif
void LuaManager::initialize() {
L = luaL_newstate(); // Open Lua
if (!L) {
printf("Lua initialization failed, continuing without Lua");
initialized = false;
return;
}
luaL_openlibs(L);
#ifndef __ANDROID__
lua_pushstring(L, "luv");
luaopen_luv(L);
lua_settable(L, LUA_GLOBALSINDEX);
#endif
initializeThunks();
initialized = true;
haveScript = false;
}
void LuaManager::close() {
if (initialized) {
lua_close(L);
initialized = false;
haveScript = false;
L = nullptr;
}
}
void LuaManager::loadFile(const char* path) {
// Initialize Lua if it has not been initialized
if (!initialized) {
initialize();
}
// If init failed, don't execute
if (!initialized) {
printf("Lua initialization failed, file won't run\n");
haveScript = false;
return;
}
int status = luaL_loadfile(L, path); // load Lua script
int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script
if (ret != 0) {
haveScript = false;
fprintf(stderr, "%s\n", lua_tostring(L, -1)); // tell us what mistake we made
} else {
haveScript = true;
}
}
void LuaManager::loadString(const std::string& code) {
// Initialize Lua if it has not been initialized
if (!initialized) {
initialize();
}
// If init failed, don't execute
if (!initialized) {
printf("Lua initialization failed, file won't run\n");
haveScript = false;
return;
}
int status = luaL_loadstring(L, code.c_str()); // load Lua script
int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script
if (ret != 0) {
haveScript = false;
fprintf(stderr, "%s\n", lua_tostring(L, -1)); // tell us what mistake we made
} else {
haveScript = true;
}
}
void LuaManager::signalEventInternal(LuaEvent e) {
lua_getglobal(L, "eventHandler"); // We want to call the event handler
lua_pushnumber(L, static_cast<int>(e)); // Push event type
// Call the function with 1 argument and 0 outputs, without an error handler
lua_pcall(L, 1, 0, 0);
}
void LuaManager::reset() {
// Reset scripts
haveScript = false;
}
// Initialize C++ thunks for Lua code to call here
// All code beyond this point is terrible and full of global state, don't judge
Memory* LuaManager::g_memory = nullptr;
#define MAKE_MEMORY_FUNCTIONS(size) \
static int read##size##Thunk(lua_State* L) { \
const u32 vaddr = (u32)lua_tonumber(L, 1); \
lua_pushnumber(L, LuaManager::g_memory->read##size(vaddr)); \
return 1; \
} \
static int write##size##Thunk(lua_State* L) { \
const u32 vaddr = (u32)lua_tonumber(L, 1); \
const u##size value = (u##size)lua_tonumber(L, 2); \
LuaManager::g_memory->write##size(vaddr, value); \
return 0; \
}
MAKE_MEMORY_FUNCTIONS(8)
MAKE_MEMORY_FUNCTIONS(16)
MAKE_MEMORY_FUNCTIONS(32)
MAKE_MEMORY_FUNCTIONS(64)
#undef MAKE_MEMORY_FUNCTIONS
// clang-format off
static constexpr luaL_Reg functions[] = {
{ "__read8", read8Thunk },
{ "__read16", read16Thunk },
{ "__read32", read32Thunk },
{ "__read64", read64Thunk },
{ "__write8", write8Thunk} ,
{ "__write16", write16Thunk },
{ "__write32", write32Thunk },
{ "__write64", write64Thunk },
{ nullptr, nullptr },
};
// clang-format on
void LuaManager::initializeThunks() {
static const char* runtimeInit = R"(
Pand = {
read8 = function(addr) return GLOBALS.__read8(addr) end,
read16 = function(addr) return GLOBALS.__read16(addr) end,
read32 = function(addr) return GLOBALS.__read32(addr) end,
read64 = function(addr) return GLOBALS.__read64(addr) end,
write8 = function(addr, value) GLOBALS.__write8(addr, value) end,
write16 = function(addr, value) GLOBALS.__write16(addr, value) end,
write32 = function(addr, value) GLOBALS.__write32(addr, value) end,
write64 = function(addr, value) GLOBALS.__write64(addr, value) end,
Frame = __Frame,
}
)";
auto addIntConstant = [&]<typename T>(T x, const char* name) {
lua_pushinteger(L, (int)x);
lua_setglobal(L, name);
};
luaL_register(L, "GLOBALS", functions);
addIntConstant(LuaEvent::Frame, "__Frame");
// Call our Lua runtime initialization before any Lua script runs
luaL_loadstring(L, runtimeInit);
int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script
if (ret != 0) {
initialized = false;
fprintf(stderr, "%s\n", lua_tostring(L, -1)); // Init should never fail!
} else {
initialized = true;
}
}
#endif