Lua Bindings For Node.JS
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#define BUILDING_NODELUA
#include <node.h>
#include "luaobject.h"
#include "utils.h"
using namespace v8;
LuaObject::LuaObject() {};
LuaObject::~LuaObject() {};
Local<Object> LuaObject::functions = Object::New();
void LuaObject::Init(Handle<Object> target) {
// Prepare constructor template
Local<FunctionTemplate> tpl = FunctionTemplate::New(New);
tpl->SetClassName(String::NewSymbol("LuaObject"));
tpl->InstanceTemplate()->SetInternalFieldCount(1);
// Prototype
tpl->PrototypeTemplate()->Set(String::NewSymbol("doFile"),
FunctionTemplate::New(DoFile)->GetFunction());
tpl->PrototypeTemplate()->Set(String::NewSymbol("doString"),
FunctionTemplate::New(DoString)->GetFunction());
tpl->PrototypeTemplate()->Set(String::NewSymbol("getGlobal"),
FunctionTemplate::New(GetGlobal)->GetFunction());
tpl->PrototypeTemplate()->Set(String::NewSymbol("setGlobal"),
FunctionTemplate::New(SetGlobal)->GetFunction());
tpl->PrototypeTemplate()->Set(String::NewSymbol("registerFunction"),
FunctionTemplate::New(RegisterFunction)->GetFunction());
tpl->PrototypeTemplate()->Set(String::NewSymbol("close"),
FunctionTemplate::New(Close)->GetFunction());
Persistent<Function> constructor = Persistent<Function>::New(tpl->GetFunction());
target->Set(String::NewSymbol("LuaObject"), constructor);
}
Handle<Value> LuaObject::New(const Arguments& args) {
HandleScope scope;
LuaObject* obj = new LuaObject();
obj->functions = Object::New();
obj->lua_ = lua_open();
luaL_openlibs(obj->lua_);
lua_register(obj->lua_, "nodelua", obj->LuaFunction);
obj->Wrap(args.This());
return args.This();
}
Handle<Value> LuaObject::Close(const Arguments& args){
HandleScope scope;
LuaObject* obj = ObjectWrap::Unwrap<LuaObject>(args.This());
lua_close(obj->lua_);
return scope.Close(Undefined());
}
Handle<Value> LuaObject::DoFile(const Arguments& args) {
HandleScope scope;
if(args.Length() < 1){
ThrowException(Exception::TypeError(String::New("Wrong number of arguments")));
return scope.Close(Undefined());
}
char *file_name = get_str(args[0]);
LuaObject* obj = ObjectWrap::Unwrap<LuaObject>(args.This());
if(luaL_dofile(obj->lua_, file_name)){
char buf[1000];
sprintf(buf, "Execution Of File %s Has Failed:\n%s\n", file_name, lua_tostring(obj->lua_, -1));
ThrowException(Exception::TypeError(String::New(buf)));
return scope.Close(Undefined());
}
return scope.Close(Undefined());
}
Handle<Value> LuaObject::DoString(const Arguments& args) {
HandleScope scope;
if(args.Length() < 1){
ThrowException(Exception::TypeError(String::New("Wrong number of arguments")));
return scope.Close(Undefined());
}
char *lua_code = get_str(args[0]);
LuaObject* obj = ObjectWrap::Unwrap<LuaObject>(args.This());
if(luaL_dostring(obj->lua_, lua_code)){
char buf[1000];
sprintf(buf, "Execution Of Lua Code Has Failed:\n%s\n", lua_tostring(obj->lua_, -1));
ThrowException(Exception::TypeError(String::New(buf)));
return scope.Close(Undefined());
}
return scope.Close(Undefined());
}
Handle<Value> LuaObject::GetGlobal(const Arguments& args) {
HandleScope scope;
if(args.Length() < 1){
ThrowException(Exception::TypeError(String::New("Wrong number of arguments")));
return scope.Close(Undefined());
}
char *global_name = get_str(args[0]);
LuaObject* obj = ObjectWrap::Unwrap<LuaObject>(args.This());
lua_getglobal(obj->lua_, global_name);
Local<Value> val = lua_to_value(obj->lua_, -1);
return scope.Close(val);
}
Handle<Value> LuaObject::SetGlobal(const Arguments& args) {
HandleScope scope;
if(args.Length() < 2){
ThrowException(Exception::TypeError(String::New("Wrong number of arguments")));
return scope.Close(Undefined());
}
char *global_name = get_str(args[0]);
LuaObject* obj = ObjectWrap::Unwrap<LuaObject>(args.This());
if(args[1]->IsString()){
String::AsciiValue value(args[1]);
char *value_str = (char *) malloc(value.length() + 1);
strcpy(value_str, *value);
lua_pushstring(obj->lua_, value_str);
}else if(args[1]->IsNumber()){
int value = args[1]->ToNumber()->Value();
lua_pushinteger(obj->lua_, value);
}else if(args[1]->IsBoolean()){
int value = (int)args[1]->ToBoolean()->Value();
lua_pushboolean(obj->lua_, value);
}else{
lua_pushnil(obj->lua_);
}
lua_setglobal(obj->lua_, global_name);
return scope.Close(Undefined());
}
Handle<Value> LuaObject::RegisterFunction(const Arguments& args){
HandleScope scope;
if(args.Length() < 2){
ThrowException(Exception::TypeError(String::New("Must Have 2 Arguments")));
return scope.Close(Undefined());
}
if(!args[0]->IsString()){
ThrowException(Exception::TypeError(String::New("Argument 1 Must Be A String")));
return scope.Close(Undefined());
}
if(!args[1]->IsFunction()){
ThrowException(Exception::TypeError(String::New("Argument 2 Must Be A Function")));
return scope.Close(Undefined());
}
LuaObject* obj = ObjectWrap::Unwrap<LuaObject>(args.This());
obj->functions->Set(args[0]->ToString(), args[1]);
return scope.Close(Undefined());
}
int LuaObject::LuaFunction(lua_State *L){
int n = lua_gettop(L);
if(n < 1){
lua_pushstring(L, "must have at least 1 argument");
lua_error(L);
}
if (!lua_isstring(L, 1)) {
lua_pushstring(L, "argument 1 must be a string");
lua_error(L);
}
Local<String> func_name = String::New((char *)lua_tostring(L, 1));
const unsigned argc = n - 1;
Local<Value>* argv = new Local<Value>[argc];
int i;
for(i = 1; i <= n; ++i){
argv[i-1] = lua_to_value(L, i+1);
}
Local<Function> func = Local<Function>::Cast(LuaObject::functions->Get(func_name));
func->Call(Context::GetCurrent()->Global(), argc, argv);
return 0;
}