/* * 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 { /** 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) luaA_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 */ luaA_registerlib(L, NULL, meta); /* 1 */ luaA_registerlib(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); /* Unset its metatable so that e.g. luaA_toudata() will no longer accept * this object. This is needed since other __gc methods can still use this. */ lua_newtable(L); lua_setmetatable(L, 1); 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 */ luaA_registerlib(L, NULL, meta); /* 1 */ luaA_registerlib(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->tostring = NULL; class->instances = 0; class->index_miss_handler = LUA_REFNIL; class->newindex_miss_handler = LUA_REFNIL; signal_add(&class->signals, "new"); if (parent) class->signals.inherits_from = &parent->signals; 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; } /** Call a registered function. * \param L The Lua VM state. * \param handler The function to call. * \return The number of elements pushed on stack. */ static int luaA_class_call_handler(lua_State *L, int handler) { /* This is based on luaA_dofunction, but allows multiple return values */ assert(handler != LUA_REFNIL); int nargs = lua_gettop(L); /* Push error handling function and move it before args */ lua_pushcfunction(L, luaA_dofunction_error); lua_insert(L, - nargs - 1); int error_func_pos = 1; /* push function and move it before args */ lua_rawgeti(L, LUA_REGISTRYINDEX, handler); lua_insert(L, - nargs - 1); if(lua_pcall(L, nargs, LUA_MULTRET, error_func_pos)) { warn("%s", lua_tostring(L, -1)); /* Remove error function and error string */ lua_pop(L, 2); return 0; } /* Remove error function */ lua_remove(L, error_func_pos); return lua_gettop(L); } /** 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); /* Is this the special 'valid' property? This is the only property * accessible for invalid objects and thus needs special handling. */ const char *attr = luaL_checkstring(L, 2); if (A_STREQ(attr, "valid")) { void *p = luaA_toudata(L, 1, class); if (class->checker) lua_pushboolean(L, p != NULL && class->checker(p)); else lua_pushboolean(L, p != NULL); return 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_handler != LUA_REFNIL) return luaA_class_call_handler(L, class->index_miss_handler); 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_handler != LUA_REFNIL) return luaA_class_call_handler(L, class->newindex_miss_handler); 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; } // vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80