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