/* * luaclass.c - useful functions for handling Lua classes * * Copyright © 2009 Julien Danjou * * 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 { /** ID matching the property */ awesome_token_t id; /** 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) /* value is a userdata? */ if(lua_getmetatable(L, ud)) /* does it have a metatable? */ { lua_pushlightuserdata(L, class); lua_rawget(L, LUA_REGISTRYINDEX); if(!lua_rawequal(L, -1, -2)) /* does it have the correct mt? */ p = NULL; lua_pop(L, 2); /* remove both metatables */ } return p; } /** 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); 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) foreach(class, luaA_classes) if(luaA_toudata(L, idx, *class)) 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 x->id > y->id ? 1 : (x->id < y->id ? -1 : 0); } 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, awesome_token_t token, 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) { .id = token, .new = cb_new, .index = cb_index, .newindex = cb_newindex }); } void luaA_class_setup(lua_State *L, lua_class_t *class, const char *name, lua_class_allocator_t allocator, 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 metatable */ lua_newtable(L); /* Register it with class pointer as key in the registry */ lua_pushlightuserdata(L, class); /* Duplicate the metatable */ lua_pushvalue(L, -2); lua_rawset(L, LUA_REGISTRYINDEX); 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); class->allocator = allocator; class->name = name; class->index_miss_property = index_miss_property; class->newindex_miss_property = newindex_miss_property; lua_class_array_append(&luaA_classes, class); } void luaA_class_add_signal(lua_State *L, lua_class_t *lua_class, const char *name, int ud) { luaA_checkfunction(L, ud); signal_add(&lua_class->signals, name, luaA_object_ref(L, ud)); } void luaA_class_remove_signal(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_remove(&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) { /* Get metatable of the object. */ lua_getmetatable(L, idxobj); /* Get the field */ lua_pushvalue(L, idxfield); lua_rawget(L, -2); /* Do we have a field like that? */ if(!lua_isnil(L, -1)) { /* Yes, so return it! */ lua_remove(L, -2); return 1; } /* No, so remove everything. */ lua_pop(L, 2); return 0; } static lua_class_property_t * lua_class_property_array_getbyid(lua_class_property_array_t *arr, awesome_token_t id) { lua_class_property_t lookup_prop = { .id = id }; 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 */ size_t len; const char *attr = luaL_checklstring(L, fieldidx, &len); awesome_token_t token = a_tokenize(attr, len); return lua_class_property_array_getbyid(&lua_class->properties, token); } /** 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)) { /* Lookup the property using token */ size_t len; const char *attr = lua_tolstring(L, -2, &len); lua_class_property_t *prop = lua_class_property_array_getbyid(&lua_class->properties, a_tokenize(attr, len)); if(prop && prop->new) prop->new(L, object); } /* Remove value */ lua_pop(L, 1); } return 1; } // vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80