mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-07 22:55:40 +12:00
177 lines
No EOL
4.6 KiB
C++
177 lines
No EOL
4.6 KiB
C++
#ifdef PANDA3DS_ENABLE_LUA
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#include "lua_manager.hpp"
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#ifndef __ANDROID__
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extern "C" {
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#include "luv.h"
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}
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#endif
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void LuaManager::initialize() {
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L = luaL_newstate(); // Open Lua
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if (!L) {
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printf("Lua initialization failed, continuing without Lua");
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initialized = false;
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return;
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}
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luaL_openlibs(L);
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#ifndef __ANDROID__
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lua_pushstring(L, "luv");
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luaopen_luv(L);
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lua_settable(L, LUA_GLOBALSINDEX);
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#endif
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initializeThunks();
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initialized = true;
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haveScript = false;
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}
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void LuaManager::close() {
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if (initialized) {
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lua_close(L);
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initialized = false;
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haveScript = false;
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L = nullptr;
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}
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}
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void LuaManager::loadFile(const char* path) {
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// Initialize Lua if it has not been initialized
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if (!initialized) {
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initialize();
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}
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// If init failed, don't execute
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if (!initialized) {
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printf("Lua initialization failed, file won't run\n");
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haveScript = false;
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return;
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}
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int status = luaL_loadfile(L, path); // load Lua script
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int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script
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if (ret != 0) {
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haveScript = false;
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fprintf(stderr, "%s\n", lua_tostring(L, -1)); // tell us what mistake we made
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} else {
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haveScript = true;
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}
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}
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void LuaManager::loadString(const std::string& code) {
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// Initialize Lua if it has not been initialized
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if (!initialized) {
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initialize();
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}
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// If init failed, don't execute
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if (!initialized) {
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printf("Lua initialization failed, file won't run\n");
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haveScript = false;
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return;
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}
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int status = luaL_loadstring(L, code.c_str()); // load Lua script
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int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script
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if (ret != 0) {
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haveScript = false;
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fprintf(stderr, "%s\n", lua_tostring(L, -1)); // tell us what mistake we made
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} else {
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haveScript = true;
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}
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}
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void LuaManager::signalEventInternal(LuaEvent e) {
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lua_getglobal(L, "eventHandler"); // We want to call the event handler
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lua_pushnumber(L, static_cast<int>(e)); // Push event type
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// Call the function with 1 argument and 0 outputs, without an error handler
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lua_pcall(L, 1, 0, 0);
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}
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void LuaManager::reset() {
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// Reset scripts
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haveScript = false;
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}
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// Initialize C++ thunks for Lua code to call here
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// All code beyond this point is terrible and full of global state, don't judge
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Memory* LuaManager::g_memory = nullptr;
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#define MAKE_MEMORY_FUNCTIONS(size) \
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static int read##size##Thunk(lua_State* L) { \
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const u32 vaddr = (u32)lua_tonumber(L, 1); \
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lua_pushnumber(L, LuaManager::g_memory->read##size(vaddr)); \
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return 1; \
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} \
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static int write##size##Thunk(lua_State* L) { \
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const u32 vaddr = (u32)lua_tonumber(L, 1); \
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const u##size value = (u##size)lua_tonumber(L, 2); \
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LuaManager::g_memory->write##size(vaddr, value); \
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return 0; \
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}
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MAKE_MEMORY_FUNCTIONS(8)
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MAKE_MEMORY_FUNCTIONS(16)
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MAKE_MEMORY_FUNCTIONS(32)
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MAKE_MEMORY_FUNCTIONS(64)
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#undef MAKE_MEMORY_FUNCTIONS
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// clang-format off
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static constexpr luaL_Reg functions[] = {
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{ "__read8", read8Thunk },
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{ "__read16", read16Thunk },
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{ "__read32", read32Thunk },
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{ "__read64", read64Thunk },
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{ "__write8", write8Thunk} ,
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{ "__write16", write16Thunk },
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{ "__write32", write32Thunk },
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{ "__write64", write64Thunk },
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{ nullptr, nullptr },
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};
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// clang-format on
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void LuaManager::initializeThunks() {
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static const char* runtimeInit = R"(
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Pand = {
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read8 = function(addr) return GLOBALS.__read8(addr) end,
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read16 = function(addr) return GLOBALS.__read16(addr) end,
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read32 = function(addr) return GLOBALS.__read32(addr) end,
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read64 = function(addr) return GLOBALS.__read64(addr) end,
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write8 = function(addr, value) GLOBALS.__write8(addr, value) end,
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write16 = function(addr, value) GLOBALS.__write16(addr, value) end,
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write32 = function(addr, value) GLOBALS.__write32(addr, value) end,
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write64 = function(addr, value) GLOBALS.__write64(addr, value) end,
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Frame = __Frame,
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}
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)";
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auto addIntConstant = [&]<typename T>(T x, const char* name) {
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lua_pushinteger(L, (int)x);
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lua_setglobal(L, name);
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};
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luaL_register(L, "GLOBALS", functions);
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addIntConstant(LuaEvent::Frame, "__Frame");
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// Call our Lua runtime initialization before any Lua script runs
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luaL_loadstring(L, runtimeInit);
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int ret = lua_pcall(L, 0, 0, 0); // tell Lua to run the script
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if (ret != 0) {
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initialized = false;
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fprintf(stderr, "%s\n", lua_tostring(L, -1)); // Init should never fail!
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} else {
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initialized = true;
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}
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}
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#endif |