awesome/common/luaclass.c

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/*
* luaclass.c - useful functions for handling Lua classes
*
* Copyright © 2009 Julien Danjou <julien@danjou.info>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*
*/
#include "common/luaclass.h"
#include "common/luaobject.h"
struct lua_class_property
{
/** Name of the property */
const char *name;
/** Callback function called when the property is found in object creation. */
lua_class_propfunc_t new;
/** Callback function called when the property is found in object __index. */
lua_class_propfunc_t index;
/** Callback function called when the property is found in object __newindex. */
lua_class_propfunc_t newindex;
};
DO_ARRAY(lua_class_t *, lua_class, DO_NOTHING)
static lua_class_array_t luaA_classes;
/** Convert a object to a udata if possible.
* \param L The Lua VM state.
* \param ud The index.
* \param class The wanted class.
* \return A pointer to the object, NULL otherwise.
*/
void *
luaA_toudata(lua_State *L, int ud, lua_class_t *class)
{
void *p = lua_touserdata(L, ud);
if(p && lua_getmetatable(L, ud)) /* does it have a metatable? */
{
/* Get the lua_class_t that matches this metatable */
lua_rawget(L, LUA_REGISTRYINDEX);
lua_class_t *metatable_class = lua_touserdata(L, -1);
/* remove lightuserdata (lua_class pointer) */
lua_pop(L, 1);
/* Now, check that the class given in argument is the same as the
* metatable's object, or one of its parent (inheritance) */
for(; metatable_class; metatable_class = metatable_class->parent)
if(metatable_class == class)
return p;
}
return NULL;
}
/** Check for a udata class.
* \param L The Lua VM state.
* \param ud The object index on the stack.
* \param class The wanted class.
*/
void *
luaA_checkudata(lua_State *L, int ud, lua_class_t *class)
{
void *p = luaA_toudata(L, ud, class);
if(!p)
luaL_typerror(L, ud, class->name);
else if(class->checker && !class->checker(p))
luaL_error(L, "invalid object");
return p;
}
/** Get an object lua_class.
* \param L The Lua VM state.
* \param idx The index of the object on the stack.
*/
lua_class_t *
luaA_class_get(lua_State *L, int idx)
{
int type = lua_type(L, idx);
if(type == LUA_TUSERDATA && lua_getmetatable(L, idx))
{
/* Use the metatable has key to get the class from registry */
lua_rawget(L, LUA_REGISTRYINDEX);
lua_class_t *class = lua_touserdata(L, -1);
lua_pop(L, 1);
return class;
}
return NULL;
}
/** Enhanced version of lua_typename that recognizes setup Lua classes.
* \param L The Lua VM state.
* \param idx The index of the object on the stack.
*/
const char *
luaA_typename(lua_State *L, int idx)
{
int type = lua_type(L, idx);
if(type == LUA_TUSERDATA)
{
lua_class_t *lua_class = luaA_class_get(L, idx);
if(lua_class)
return lua_class->name;
}
return lua_typename(L, type);
}
void
luaA_openlib(lua_State *L, const char *name,
const struct luaL_reg methods[],
const struct luaL_reg meta[])
{
luaL_newmetatable(L, name); /* 1 */
lua_pushvalue(L, -1); /* dup metatable 2 */
lua_setfield(L, -2, "__index"); /* metatable.__index = metatable 1 */
luaL_register(L, NULL, meta); /* 1 */
luaL_register(L, name, methods); /* 2 */
lua_pushvalue(L, -1); /* dup self as metatable 3 */
lua_setmetatable(L, -2); /* set self as metatable 2 */
lua_pop(L, 2);
}
static int
lua_class_property_cmp(const void *a, const void *b)
{
const lua_class_property_t *x = a, *y = b;
return a_strcmp(x->name, y->name);
}
BARRAY_FUNCS(lua_class_property_t, lua_class_property, DO_NOTHING, lua_class_property_cmp)
void
luaA_class_add_property(lua_class_t *lua_class,
const char *name,
lua_class_propfunc_t cb_new,
lua_class_propfunc_t cb_index,
lua_class_propfunc_t cb_newindex)
{
lua_class_property_array_insert(&lua_class->properties, (lua_class_property_t)
{
.name = name,
.new = cb_new,
.index = cb_index,
.newindex = cb_newindex
});
}
/** Garbage collect a Lua object.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_class_gc(lua_State *L)
{
lua_object_t *item = lua_touserdata(L, 1);
signal_array_wipe(&item->signals);
/* Get the object class */
lua_class_t *class = luaA_class_get(L, 1);
class->instances--;
/* Call the collector function of the class, and all its parent classes */
for(; class; class = class->parent)
if(class->collector)
class->collector(item);
return 0;
}
/** Setup a new Lua class.
* \param L The Lua VM state.
* \param name The class name.
* \param parent The parent class (inheritance).
* \param allocator The allocator function used when creating a new object.
* \param Collector The collector function used when garbage collecting an
* object.
* \param checker The check function to call when using luaA_checkudata().
* \param index_miss_property Function to call when an object of this class
* receive a __index request on an unknown property.
* \param newindex_miss_property Function to call when an object of this class
* receive a __newindex request on an unknown property.
* \param methods The methods to set on the class table.
* \param meta The meta-methods to set on the class objects.
*/
void
luaA_class_setup(lua_State *L, lua_class_t *class,
const char *name,
lua_class_t *parent,
lua_class_allocator_t allocator,
lua_class_collector_t collector,
lua_class_checker_t checker,
lua_class_propfunc_t index_miss_property,
lua_class_propfunc_t newindex_miss_property,
const struct luaL_reg methods[],
const struct luaL_reg meta[])
{
/* Create the object metatable */
lua_newtable(L);
/* Register it with class pointer as key in the registry
* class-pointer -> metatable */
lua_pushlightuserdata(L, class);
/* Duplicate the object metatable */
lua_pushvalue(L, -2);
lua_rawset(L, LUA_REGISTRYINDEX);
/* Now register class pointer with metatable as key in the registry
* metatable -> class-pointer */
lua_pushvalue(L, -1);
lua_pushlightuserdata(L, class);
lua_rawset(L, LUA_REGISTRYINDEX);
/* Duplicate objects metatable */
lua_pushvalue(L, -1);
/* Set garbage collector in the metatable */
lua_pushcfunction(L, luaA_class_gc);
lua_setfield(L, -2, "__gc");
lua_setfield(L, -2, "__index"); /* metatable.__index = metatable 1 */
luaL_register(L, NULL, meta); /* 1 */
luaL_register(L, name, methods); /* 2 */
lua_pushvalue(L, -1); /* dup self as metatable 3 */
lua_setmetatable(L, -2); /* set self as metatable 2 */
lua_pop(L, 2);
class->collector = collector;
class->allocator = allocator;
class->name = name;
class->index_miss_property = index_miss_property;
class->newindex_miss_property = newindex_miss_property;
class->checker = checker;
class->parent = parent;
class->instances = 0;
signal_add(&class->signals, "new");
/** @todo This is ugly :/ */
/* Copy all signals from the parent */
if (parent)
foreach(sig, parent->signals)
{
signal_t s = { .id = sig->id };
signal_array_insert(&class->signals, s);
}
lua_class_array_append(&luaA_classes, class);
}
void
luaA_class_connect_signal(lua_State *L, lua_class_t *lua_class, const char *name, lua_CFunction fn)
{
lua_pushcfunction(L, fn);
luaA_class_connect_signal_from_stack(L, lua_class, name, -1);
}
void
luaA_class_connect_signal_from_stack(lua_State *L, lua_class_t *lua_class,
const char *name, int ud)
{
luaA_checkfunction(L, ud);
signal_connect(&lua_class->signals, name, luaA_object_ref(L, ud));
}
void
luaA_class_disconnect_signal_from_stack(lua_State *L, lua_class_t *lua_class,
const char *name, int ud)
{
luaA_checkfunction(L, ud);
void *ref = (void *) lua_topointer(L, ud);
signal_disconnect(&lua_class->signals, name, ref);
luaA_object_unref(L, (void *) ref);
lua_remove(L, ud);
}
void
luaA_class_emit_signal(lua_State *L, lua_class_t *lua_class,
const char *name, int nargs)
{
signal_object_emit(L, &lua_class->signals, name, nargs);
}
/** Try to use the metatable of an object.
* \param L The Lua VM state.
* \param idxobj The index of the object.
* \param idxfield The index of the field (attribute) to get.
* \return The number of element pushed on stack.
*/
int
luaA_usemetatable(lua_State *L, int idxobj, int idxfield)
{
lua_class_t *class = luaA_class_get(L, idxobj);
for(; class; class = class->parent)
{
/* Push the class */
lua_pushlightuserdata(L, class);
/* Get its metatable from registry */
lua_rawget(L, LUA_REGISTRYINDEX);
/* Push the field */
lua_pushvalue(L, idxfield);
/* Get the field in the metatable */
lua_rawget(L, -2);
/* Do we have a field like that? */
if(!lua_isnil(L, -1))
{
/* Yes, so remove the metatable and return it! */
lua_remove(L, -2);
return 1;
}
/* No, so remove the metatable and its value */
lua_pop(L, 2);
}
return 0;
}
static lua_class_property_t *
lua_class_property_array_getbyname(lua_class_property_array_t *arr,
const char *name)
{
lua_class_property_t lookup_prop = { .name = name };
return lua_class_property_array_lookup(arr, &lookup_prop);
}
/** Get a property of a object.
* \param L The Lua VM state.
* \param lua_class The Lua class.
* \param fieldidx The index of the field name.
* \return The object property if found, NULL otherwise.
*/
static lua_class_property_t *
luaA_class_property_get(lua_State *L, lua_class_t *lua_class, int fieldidx)
{
/* Lookup the property using token */
const char *attr = luaL_checkstring(L, fieldidx);
/* Look for the property in the class; if not found, go in the parent class. */
for(; lua_class; lua_class = lua_class->parent)
{
lua_class_property_t *prop =
lua_class_property_array_getbyname(&lua_class->properties, attr);
if(prop)
return prop;
}
return NULL;
}
/** Generic index meta function for objects.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
int
luaA_class_index(lua_State *L)
{
/* Try to use metatable first. */
if(luaA_usemetatable(L, 1, 2))
return 1;
lua_class_t *class = luaA_class_get(L, 1);
lua_class_property_t *prop = luaA_class_property_get(L, class, 2);
/* Property does exist and has an index callback */
if(prop)
{
if(prop->index)
return prop->index(L, luaA_checkudata(L, 1, class));
}
else
{
if(class->index_miss_property)
return class->index_miss_property(L, luaA_checkudata(L, 1, class));
}
return 0;
}
/** Generic newindex meta function for objects.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
int
luaA_class_newindex(lua_State *L)
{
/* Try to use metatable first. */
if(luaA_usemetatable(L, 1, 2))
return 1;
lua_class_t *class = luaA_class_get(L, 1);
lua_class_property_t *prop = luaA_class_property_get(L, class, 2);
/* Property does exist and has a newindex callback */
if(prop)
{
if(prop->newindex)
return prop->newindex(L, luaA_checkudata(L, 1, class));
}
else
{
if(class->newindex_miss_property)
return class->newindex_miss_property(L, luaA_checkudata(L, 1, class));
}
return 0;
}
/** Generic constructor function for objects.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
int
luaA_class_new(lua_State *L, lua_class_t *lua_class)
{
/* Check we have a table that should contains some properties */
luaA_checktable(L, 2);
/* Create a new object */
void *object = lua_class->allocator(L);
/* Push the first key before iterating */
lua_pushnil(L);
/* Iterate over the property keys */
while(lua_next(L, 2))
{
/* Check that the key is a string.
* We cannot call tostring blindly or Lua will convert a key that is a
* number TO A STRING, confusing lua_next() */
if(lua_isstring(L, -2))
{
lua_class_property_t *prop = luaA_class_property_get(L, lua_class, -2);
if(prop && prop->new)
prop->new(L, object);
}
/* Remove value */
lua_pop(L, 1);
}
return 1;
}
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