luaa: Remove lots of unused code

Most of these are unused since the drawing code was moved to lua. For example,
the old wibox code needed the metatable entries __next, __ipairs and __pairs so
that w.widgets worked correctly and could pretend to be a regular lua table.

Signed-off-by: Uli Schlachter <psychon@znc.in>
This commit is contained in:
Uli Schlachter 2014-03-18 16:28:42 +01:00
parent ae996ee8d6
commit 02cb961edf
2 changed files with 0 additions and 264 deletions

224
luaa.c
View File

@ -168,124 +168,6 @@ luaA_mbstrlen(lua_State *L)
return 1;
}
/** Overload standard Lua next function to use __next key on metatable.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_next(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__next"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
lua_settop(L, 2);
if(lua_next(L, 1))
return 2;
lua_pushnil(L);
return 1;
}
/** Overload lua_next() function by using __next metatable field
* to get next elements.
* \param L The Lua VM stack.
* \param idx The index number of elements in stack.
* \return 1 if more elements to come, 0 otherwise.
*/
static int
luaA_next(lua_State *L, int idx)
{
if(luaL_getmetafield(L, idx, "__next"))
{
/* if idx is relative, reduce it since we got __next */
if(idx < 0) idx--;
/* copy table and then move key */
lua_pushvalue(L, idx);
lua_pushvalue(L, -3);
lua_remove(L, -4);
lua_pcall(L, 2, 2, 0);
/* next returned nil, it's the end */
if(lua_isnil(L, -1))
{
/* remove nil */
lua_pop(L, 2);
return 0;
}
return 1;
}
else if(lua_istable(L, idx))
return lua_next(L, idx);
/* remove the key */
lua_pop(L, 1);
return 0;
}
/** Generic pairs function.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_generic_pairs(lua_State *L)
{
lua_pushvalue(L, lua_upvalueindex(1)); /* return generator, */
lua_pushvalue(L, 1); /* state, */
lua_pushnil(L); /* and initial value */
return 3;
}
/** Overload standard pairs function to use __pairs field of metatables.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_pairs(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__pairs"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
return luaA_generic_pairs(L);
}
static int
luaA_ipairs_aux(lua_State *L)
{
int i = luaL_checkint(L, 2) + 1;
luaL_checktype(L, 1, LUA_TTABLE);
lua_pushinteger(L, i);
lua_rawgeti(L, 1, i);
return (lua_isnil(L, -1)) ? 0 : 2;
}
/** Overload standard ipairs function to use __ipairs field of metatables.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_ipairs(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__ipairs"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
lua_pushvalue(L, lua_upvalueindex(1));
lua_pushvalue(L, 1);
lua_pushinteger(L, 0); /* and initial value */
return 3;
}
/** Enhanced type() function which recognize awesome objects.
* \param L The Lua VM state.
* \return The number of arguments pushed on the stack.
@ -309,17 +191,6 @@ luaA_fixups(lua_State *L)
lua_pushcfunction(L, luaA_mbstrlen);
lua_setfield(L, -2, "wlen");
lua_pop(L, 1);
/* replace next */
lua_pushcfunction(L, luaAe_next);
lua_setglobal(L, "next");
/* replace pairs */
lua_pushcfunction(L, luaAe_next);
lua_pushcclosure(L, luaAe_pairs, 1); /* pairs get next as upvalue */
lua_setglobal(L, "pairs");
/* replace ipairs */
lua_pushcfunction(L, luaA_ipairs_aux);
lua_pushcclosure(L, luaAe_ipairs, 1);
lua_setglobal(L, "ipairs");
/* replace type */
lua_pushcfunction(L, luaAe_type);
lua_setglobal(L, "type");
@ -328,101 +199,6 @@ luaA_fixups(lua_State *L)
lua_setglobal(L, "selection");
}
/** Look for an item: table, function, etc.
* \param L The Lua VM state.
* \param item The pointer item.
*/
bool
luaA_hasitem(lua_State *L, const void *item)
{
lua_pushnil(L);
while(luaA_next(L, -2))
{
if(lua_topointer(L, -1) == item)
{
/* remove value and key */
lua_pop(L, 2);
return true;
}
if(lua_istable(L, -1))
if(luaA_hasitem(L, item))
{
/* remove key and value */
lua_pop(L, 2);
return true;
}
/* remove value */
lua_pop(L, 1);
}
return false;
}
/** Browse a table pushed on top of the index, and put all its table and
* sub-table into an array.
* \param L The Lua VM state.
* \param elems The elements array.
* \return False if we encounter an elements already in list.
*/
static bool
luaA_isloop_check(lua_State *L, cptr_array_t *elems)
{
if(lua_istable(L, -1))
{
const void *object = lua_topointer(L, -1);
/* Check that the object table is not already in the list */
for(int i = 0; i < elems->len; i++)
if(elems->tab[i] == object)
return false;
/* push the table in the elements list */
cptr_array_append(elems, object);
/* look every object in the "table" */
lua_pushnil(L);
while(luaA_next(L, -2))
{
if(!luaA_isloop_check(L, elems))
{
/* remove key and value */
lua_pop(L, 2);
return false;
}
/* remove value, keep key for next iteration */
lua_pop(L, 1);
}
}
return true;
}
/** Check if a table is a loop. When using tables as direct acyclic digram,
* this is useful.
* \param L The Lua VM state.
* \param idx The index of the table in the stack
* \return True if the table loops.
*/
bool
luaA_isloop(lua_State *L, int idx)
{
/* elems is an elements array that we will fill with all array we
* encounter while browsing the tables */
cptr_array_t elems;
cptr_array_init(&elems);
/* push table on top */
lua_pushvalue(L, idx);
bool ret = luaA_isloop_check(L, &elems);
/* remove pushed table */
lua_pop(L, 1);
cptr_array_wipe(&elems);
return !ret;
}
/** awesome global table.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.

40
luaa.h
View File

@ -128,12 +128,6 @@ luaA_checkboolean(lua_State *L, int n)
return lua_toboolean(L, n);
}
static inline bool
luaA_optboolean(lua_State *L, int idx, bool def)
{
return luaL_opt(L, luaA_checkboolean, idx, def);
}
static inline lua_Number
luaA_getopt_number(lua_State *L, int idx, const char *name, lua_Number def)
{
@ -144,24 +138,6 @@ luaA_getopt_number(lua_State *L, int idx, const char *name, lua_Number def)
return def;
}
static inline const char *
luaA_getopt_lstring(lua_State *L, int idx, const char *name, const char *def, size_t *len)
{
lua_getfield(L, idx, name);
const char *s = luaL_optlstring(L, -1, def, len);
lua_pop(L, 1);
return s;
}
static inline bool
luaA_getopt_boolean(lua_State *L, int idx, const char *name, bool def)
{
lua_getfield(L, idx, name);
bool b = luaA_optboolean(L, -1, def);
lua_pop(L, 1);
return b;
}
/** Push a area type to a table on stack.
* \param L The Lua VM state.
* \param geometry The area geometry to push.
@ -226,24 +202,8 @@ luaA_registerfct(lua_State *L, int idx, int *fct)
return luaA_register(L, idx, fct);
}
/** Grab a function from the registry and execute it.
* \param L The Lua stack.
* \param ref The function reference.
* \param nargs The number of arguments for the Lua function.
* \param nret The number of returned value from the Lua function.
* \return True on no error, false otherwise.
*/
static inline bool
luaA_dofunction_from_registry(lua_State *L, int ref, int nargs, int nret)
{
lua_rawgeti(L, LUA_REGISTRYINDEX, ref);
return luaA_dofunction(L, nargs, nret);
}
void luaA_init(xdgHandle *);
bool luaA_parserc(xdgHandle *, const char *, bool);
bool luaA_hasitem(lua_State *, const void *);
bool luaA_isloop(lua_State *, int);
/** Global signals */
signal_array_t global_signals;