awesome/common/luaobject.c

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/*
* luaobject.c - useful functions for handling Lua objects
*
* 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/luaobject.h"
/** Setup the object system at startup.
* \param L The Lua VM state.
*/
void
luaA_object_setup(lua_State *L)
{
/* Push identification string */
lua_pushliteral(L, LUAA_OBJECT_REGISTRY_KEY);
/* Create an empty table */
lua_newtable(L);
/* Create an empty metatable */
lua_newtable(L);
/* Set this empty table as the registry metatable.
* It's used to store the number of reference on stored objects. */
lua_setmetatable(L, -2);
/* Register table inside registry */
lua_rawset(L, LUA_REGISTRYINDEX);
}
/** Increment a object reference in its store table.
* \param L The Lua VM state.
* \param tud The table index on the stack.
* \param oud The object index on the stack.
* \return A pointer to the object.
*/
void *
luaA_object_incref(lua_State *L, int tud, int oud)
{
/* Get pointer value of the item */
void *pointer = (void *) lua_topointer(L, oud);
/* Not referencable. */
if(!pointer)
{
lua_remove(L, oud);
return NULL;
}
/* Push the pointer (key) */
lua_pushlightuserdata(L, pointer);
/* Push the data (value) */
lua_pushvalue(L, oud < 0 ? oud - 1 : oud);
/* table.lightudata = data */
lua_rawset(L, tud < 0 ? tud - 2 : tud);
/* refcount++ */
/* Get the metatable */
lua_getmetatable(L, tud);
/* Push the pointer (key) */
lua_pushlightuserdata(L, pointer);
/* Get the number of references */
lua_rawget(L, -2);
/* Get the number of references and increment it */
int count = lua_tonumber(L, -1) + 1;
lua_pop(L, 1);
/* Push the pointer (key) */
lua_pushlightuserdata(L, pointer);
/* Push count (value) */
lua_pushinteger(L, count);
/* Set metatable[pointer] = count */
lua_rawset(L, -3);
/* Pop metatable */
lua_pop(L, 1);
/* Remove referenced item */
lua_remove(L, oud);
return pointer;
}
/** Decrement a object reference in its store table.
* \param L The Lua VM state.
* \param tud The table index on the stack.
* \param oud The object index on the stack.
* \return A pointer to the object.
*/
void
luaA_object_decref(lua_State *L, int tud, void *pointer)
{
if(!pointer)
return;
/* First, refcount-- */
/* Get the metatable */
lua_getmetatable(L, tud);
/* Push the pointer (key) */
lua_pushlightuserdata(L, pointer);
/* Get the number of references */
lua_rawget(L, -2);
/* Get the number of references and decrement it */
int count = lua_tonumber(L, -1) - 1;
lua_pop(L, 1);
/* Push the pointer (key) */
lua_pushlightuserdata(L, pointer);
/* Hasn't the ref reached 0? */
if(count)
lua_pushinteger(L, count);
else
/* Yup, delete it, set nil as value */
lua_pushnil(L);
/* Set meta[pointer] = count/nil */
lua_rawset(L, -3);
/* Pop metatable */
lua_pop(L, 1);
/* Wait, no more ref? */
if(!count)
{
/* Yes? So remove it from table */
lua_pushlightuserdata(L, pointer);
/* Push nil as value */
lua_pushnil(L);
/* table[pointer] = nil */
lua_rawset(L, tud < 0 ? tud - 2 : tud);
}
}
int
luaA_settype(lua_State *L, lua_class_t *lua_class)
{
lua_pushlightuserdata(L, lua_class);
lua_rawget(L, LUA_REGISTRYINDEX);
lua_setmetatable(L, -2);
return 1;
}
/** Add a signal to an object.
* \param L The Lua VM state.
* \param oud The object index on the stack.
* \param name The name of the signal.
* \param ud The index of function to call when signal is emited.
*/
void
luaA_object_add_signal(lua_State *L, int oud,
const char *name, int ud)
{
luaA_checkfunction(L, ud);
lua_object_t *obj = lua_touserdata(L, oud);
signal_add(&obj->signals, name, luaA_object_ref_item(L, oud, ud));
}
/** Remove a signal to an object.
* \param L The Lua VM state.
* \param oud The object index on the stack.
* \param name The name of the signal.
* \param ud The index of function to call when signal is emited.
*/
void
luaA_object_remove_signal(lua_State *L, int oud,
const char *name, int ud)
{
luaA_checkfunction(L, ud);
lua_object_t *obj = lua_touserdata(L, oud);
void *ref = (void *) lua_topointer(L, ud);
signal_remove(&obj->signals, name, ref);
luaA_object_unref_item(L, oud, ref);
lua_remove(L, ud);
}
/** Emit a signal to an object.
* \param L The Lua VM state.
* \param oud The object index on the stack.
* \param name The name of the signal.
* \param nargs The number of arguments to pass to the called functions.
*/
void
luaA_object_emit_signal(lua_State *L, int oud,
const char *name, int nargs)
{
int oud_abs = luaA_absindex(L, oud);
lua_object_t *obj = lua_touserdata(L, oud);
signal_t *sigfound = signal_array_getbyid(&obj->signals,
a_strhash((const unsigned char *) name));
if(sigfound)
foreach(ref, sigfound->sigfuncs)
{
lua_pushvalue(L, oud_abs);
for(int i = 0; i < nargs; i++)
lua_pushvalue(L, - nargs - 1);
luaA_object_push_item(L, oud_abs, (void *) *ref);
luaA_dofunction(L, nargs + 1, 0);
}
lua_pop(L, nargs);
}
int
luaA_object_add_signal_simple(lua_State *L)
{
luaA_object_add_signal(L, 1, luaL_checkstring(L, 2), 3);
return 0;
}
int
luaA_object_remove_signal_simple(lua_State *L)
{
luaA_object_remove_signal(L, 1, luaL_checkstring(L, 2), 3);
return 0;
}
int
luaA_object_emit_signal_simple(lua_State *L)
{
luaA_object_emit_signal(L, 1, luaL_checkstring(L, 2), lua_gettop(L) - 2);
return 0;
}
int
luaA_object_tostring(lua_State *L)
{
lua_class_t *lua_class = luaA_class_get(L, 1);
lua_pushfstring(L, "%s: %p", lua_class->name, luaA_checkudata(L, 1, lua_class));
return 1;
}
/** Garbage collect a Lua object.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
int
luaA_object_gc(lua_State *L)
{
lua_object_t *item = lua_touserdata(L, 1);
signal_array_wipe(&item->signals);
return 0;
}
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