Added Script Component

This commit is contained in:
OusmBlueNinja 2024-12-27 15:27:05 -06:00
parent 2d8f8c335c
commit e503dd47f3
27 changed files with 2312 additions and 110 deletions

View File

@ -11,8 +11,7 @@ BUILD_DIR := build
# Include Directories
GLFW_INCLUDE := C:/libraries/glfw/include
INCLUDE_DIRS := $(SRC_DIR) $(VENDOR_DIRS) $(GLFW_INCLUDE) vendor/stb/include C:\msys64\mingw64\include
INCLUDE_DIRS := $(SRC_DIR) $(VENDOR_DIRS) $(GLFW_INCLUDE) vendor/gcml
INCLUDE_DIRS := $(SRC_DIR) $(VENDOR_DIRS) $(GLFW_INCLUDE) vendor/stb/include C:\msys64\mingw64\include vendor/lua vendor/gcml
INCLUDES := $(addprefix -I, $(INCLUDE_DIRS))
# Update compiler flags with include paths
@ -43,7 +42,7 @@ OBJ_FILES := $(patsubst %.cpp, $(BUILD_DIR)/%.o, $(ALL_SRC))
TARGET := TesseractEngine.exe
# Libraries
LIBS := -LC:/libraries/glfw/lib -lglfw3 -lopengl32 -lgdi32 -limm32 -lole32 -loleaut32 -luuid -lwinmm -lglew32 -lglu32 -lyaml-cpp
LIBS := -LC:/libraries/glfw/lib -Llib -lglfw3 -lopengl32 -lgdi32 -limm32 -lole32 -loleaut32 -luuid -lwinmm -lglew32 -lglu32 -lyaml-cpp -llua54
# Phony Targets
.PHONY: all clean copy_assets

31
assets/scripts/script.lua Normal file
View File

@ -0,0 +1,31 @@
-- script.lua
local itterator = 0
local ticks = 0
function OnInit()
-- Log a message with a custom red color
Engine.Log("This is a red message.", {1.0, 0.0, 0.0, 1.0})
-- Log a message with a custom green color
Engine.Log("This is a green message.", {0.0, 1.0, 0.0, 1.0})
-- Log a message with a custom blue color
Engine.Log("This is a blue message.", {0.0, 0.0, 1.0, 1.0})
end
function OnUpdate(deltaTime)
ticks = ticks + 1
if itterator >= 1 then
Engine.Log("TPS: ".. ticks)
ticks = 0
itterator = 0
end
itterator = itterator + deltaTime
end

View File

@ -1,6 +1,6 @@
[Window][DockSpace]
Pos=0,0
Size=1920,1177
Size=1280,720
Collapsed=0
[Window][Debug##Default]
@ -9,8 +9,8 @@ Size=400,400
Collapsed=0
[Window][Inspector]
Pos=1543,27
Size=369,1142
Pos=903,27
Size=369,685
Collapsed=0
DockId=0x00000002,0
@ -21,14 +21,14 @@ Collapsed=0
DockId=0x00000003,0
[Window][Performance]
Pos=8,777
Size=364,392
Pos=8,477
Size=364,235
Collapsed=0
DockId=0x00000006,0
[Window][Logger]
Pos=374,799
Size=1167,370
Pos=374,342
Size=527,370
Collapsed=0
DockId=0x00000004,0
@ -40,18 +40,18 @@ DockId=0x00000007,0
[Window][Scene Window]
Pos=8,27
Size=364,748
Size=364,448
Collapsed=0
DockId=0x00000005,0
[Window][Editor]
Pos=374,27
Size=1167,770
Size=527,313
Collapsed=0
DockId=0x00000003,0
[Docking][Data]
DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,27 Size=1904,1142 Split=X Selected=0xF7365A5A
DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,27 Size=1264,685 Split=X Selected=0xF7365A5A
DockNode ID=0x00000009 Parent=0x14621557 SizeRef=364,1142 Split=Y Selected=0x3DC5AC3F
DockNode ID=0x00000005 Parent=0x00000009 SizeRef=364,748 HiddenTabBar=1 Selected=0x3DC5AC3F
DockNode ID=0x00000006 Parent=0x00000009 SizeRef=364,392 HiddenTabBar=1 Selected=0x726D8899

BIN
lib/lua54.dll Normal file

Binary file not shown.

BIN
lib/lua54.lib Normal file

Binary file not shown.

BIN
lua54.dll Normal file

Binary file not shown.

BIN
lua54.lib Normal file

Binary file not shown.

View File

@ -2,120 +2,125 @@ Entities:
- ID: 0
Name: Car
Components:
Transform:
Position: [0, 2.79999995, -12.6000004]
Rotation: [149.699997, -137.899994, -39.2999992]
Scale: [1, 1, 1]
Mesh:
vao: 2
indexCount: 15810
textureID: 1
MeshPath: assets/models/LowPolyFiatUNO.obj
Transform:
Position: [0, 2.79999995, -12.6000004]
Rotation: [149.699997, -137.899994, -39.2999992]
Scale: [1, 1, 1]
- ID: 1
Name: Plant
Components:
Mesh:
vao: 7
indexCount: 589632
textureID: 7
MeshPath: assets/models/OutSidePlant.obj
Transform:
Position: [-8.60000038, 6.5, -15.6000004]
Rotation: [-180, 0, 0]
Scale: [1, 1, 1]
Mesh:
vao: 5
indexCount: 589632
textureID: 7
MeshPath: assets/models/OutSidePlant.obj
- ID: 2
Name: Cube Yay 2
Components:
Transform:
Position: [7.80000019, -8.10000038, -20.6000004]
Rotation: [-86.3000031, 0, -66]
Scale: [1, 1, 1]
Mesh:
vao: 6
indexCount: 36
textureID: 3
MeshPath: assets/models/DefaultMesh.obj
Transform:
Position: [7.80000019, -8.10000038, -20.6000004]
Rotation: [-86.3000031, 0, -66]
Scale: [1, 1, 1]
- ID: 3
Name: Cube Yay 3
Components:
Transform:
Position: [-1.20000005, -3.4000001, -17.7000008]
Rotation: [-23.5, 15.8999996, -59.9000015]
Scale: [1, 1, 1]
Mesh:
vao: 6
indexCount: 36
textureID: 4
MeshPath: assets/models/DefaultMesh.obj
Transform:
Position: [-1.20000005, -3.4000001, -17.7000008]
Rotation: [-23.5, 15.8999996, -59.9000015]
Scale: [1, 1, 1]
- ID: 4
Name: Cube Yay 4
Components:
Transform:
Position: [8.10000038, 0.800000012, -12]
Rotation: [-17.2999992, -16.1000004, -19.2999992]
Scale: [1, 1, 1]
Mesh:
vao: 6
indexCount: 36
textureID: 5
MeshPath: assets/models/DefaultMesh.obj
Transform:
Position: [8.10000038, 0.800000012, -12]
Rotation: [-17.2999992, -16.1000004, -19.2999992]
Scale: [1, 1, 1]
- ID: 5
Name: Colormap
Name: Sky
Components:
Transform:
Position: [0, 0, 43.2000008]
Rotation: [0, 0, 0]
Scale: [100, 100, 100]
Mesh:
vao: 6
indexCount: 36
textureID: 6
MeshPath: assets/models/DefaultMesh.obj
Transform:
Position: [0, 0, 43.2000008]
Rotation: [0, 0, 0]
Scale: [100, 100, 100]
- ID: 6
Name: Cube Yay 6
Components:
Transform:
Position: [-6.5, -6, -18]
Rotation: [15.8000002, -18.2000008, -11.1000004]
Scale: [1, 1, 1]
Mesh:
vao: 6
indexCount: 36
textureID: 3
MeshPath: assets/models/DefaultMesh.obj
Transform:
Position: [-6.5, -6, -18]
Rotation: [15.8000002, -18.2000008, -11.1000004]
Scale: [1, 1, 1]
- ID: 7
Name: Cube Yay 7
Components:
Transform:
Position: [6.5, 1.79999995, -23.8999996]
Rotation: [-16.1000004, -15.8999996, -35]
Scale: [1, 1, 1]
Mesh:
vao: 6
indexCount: 36
textureID: 4
MeshPath: assets/models/DefaultMesh.obj
Transform:
Position: [6.5, 1.79999995, -23.8999996]
Rotation: [-16.1000004, -15.8999996, -35]
Scale: [1, 1, 1]
- ID: 8
Name: Cube Yay 8
Components:
Transform:
Position: [-7.80000019, 0.200000003, -29.7999992]
Rotation: [22.2999992, -32.7999992, 0]
Scale: [1, 1, 1]
Mesh:
vao: 6
indexCount: 36
textureID: 1
MeshPath: assets/models/DefaultMesh.obj
Transform:
Position: [-7.80000019, 0.200000003, -29.7999992]
Rotation: [22.2999992, -32.7999992, 0]
Scale: [1, 1, 1]
- ID: 9
Name: Cube Yay 9
Components:
Transform:
Position: [5.5, -2.9000001, -19.5]
Rotation: [-41.4000015, -22.6000004, -52.2999992]
Scale: [1, 1, 1]
Mesh:
vao: 6
indexCount: 36
textureID: 2
MeshPath: assets/models/DefaultMesh.obj
Transform:
Position: [5.5, -2.9000001, -19.5]
Rotation: [-41.4000015, -22.6000004, -52.2999992]
Scale: [1, 1, 1]
- ID: 10
Name: Script
Components:
ScriptComponent:
ScriptPath: assets/scripts/script.lua

View File

@ -2,6 +2,7 @@
#include "GameObject.h"
#include "Transform.h"
#include <iostream>
#include "gcml.h"
#include "../Windows/LoggerWindow.h"
@ -89,9 +90,16 @@ void GameObject::Deserialize(const YAML::Node &node)
mesh->Deserialize(compNode);
AddComponent(mesh);
}
else if (compName == ScriptComponent::GetStaticName())
{
auto ScriptComp = std::make_shared<ScriptComponent>();
ScriptComp->Deserialize(compNode);
AddComponent(ScriptComp);
}
else
{
g_LoggerWindow->AddLog("[SceneManager] Failed to load Component: %s", compName.c_str());
DEBUG_PRINT("[SceneManager] Failed to load Component: %s", compName.c_str());
}
// Add deserialization for other components as needed

View File

@ -7,6 +7,7 @@
#include "Component.h"
#include "Transform.h"
#include "ScriptComponent.h"
#include "Mesh.h"
#include <yaml-cpp/yaml.h>

View File

@ -7,10 +7,6 @@
extern AssetManager g_AssetManager;
// TODO: Make this have a OBJ path, make indexCount derive from AssetManager
// TODO: and make texture id also get from AssetManager
//? Procastinate
const std::string MeshComponent::name = "Mesh";
MeshComponent::MeshComponent()

View File

@ -0,0 +1,91 @@
// ScriptComponent.cpp
#include "ScriptComponent.h"
#include <iostream>
// External pointer to LoggerWindow (Assuming it's defined globally)
extern LoggerWindow* g_LoggerWindow;
const std::string ScriptComponent::name = "ScriptComponent";
ScriptComponent::ScriptComponent()
: ScriptPath(""), m_LastErrorMessage("")
{
Initialize();
}
ScriptComponent::~ScriptComponent()
{
// LuaManager destructor will handle Lua state cleanup
}
const std::string &ScriptComponent::GetName() const
{
return name;
}
const std::string &ScriptComponent::GetStaticName()
{
return name;
}
YAML::Node ScriptComponent::Serialize()
{
YAML::Node node;
// ScriptPath
node["ScriptPath"] = ScriptPath;
return node;
}
void ScriptComponent::Deserialize(const YAML::Node& node)
{
if (node["ScriptPath"])
{
ScriptPath = node["ScriptPath"].as<std::string>();
}
Initialize();
}
bool ScriptComponent::Initialize()
{
if (ScriptPath.empty())
{
if (g_LoggerWindow)
{
g_LoggerWindow->AddLog("ScriptComponent: Script path is empty.", ImVec4(1.0f, 0.0f, 0.0f, 1.0f));
}
else
{
std::cerr << "ScriptComponent: Script path is empty." << std::endl;
}
return false;
}
// Initialize LuaManager with the script path
if (!m_LuaManager.init(ScriptPath))
{
if (g_LoggerWindow)
{
g_LoggerWindow->AddLog("ScriptComponent: Failed to initialize LuaManager.", ImVec4(1.0f, 0.0f, 0.0f, 1.0f));
}
else
{
std::cerr << "ScriptComponent: Failed to initialize LuaManager." << std::endl;
}
return false;
}
return true;
}
void ScriptComponent::Update(float deltaTime)
{
// Call the Update method of LuaManager
m_LuaManager.onUpdate(deltaTime);
}

View File

@ -0,0 +1,42 @@
// ScriptComponent.hpp
#pragma once
#include "Component.h"
#include <string>
#include <yaml-cpp/yaml.h>
#include "Windows/LoggerWindow.h"
#include "Engine/LuaAPI.h" // Include the LuaManager class
class ScriptComponent : public Component
{
public:
ScriptComponent();
virtual ~ScriptComponent();
std::string ScriptPath; // Path to the Lua script
// Component interface implementation
virtual const std::string& GetName() const override;
static const std::string& GetStaticName();
virtual YAML::Node Serialize() override;
virtual void Deserialize(const YAML::Node& node) override;
// Script management methods
bool Initialize();
void Update(float deltaTime);
private:
LuaManager m_LuaManager; // Instance of LuaManager
std::string m_LastErrorMessage; // To prevent duplicate error logs
// Disallow copying
ScriptComponent(const ScriptComponent&) = delete;
ScriptComponent& operator=(const ScriptComponent&) = delete;
static const std::string name;
};

View File

@ -11,8 +11,6 @@
#include <GLFW/glfw3.h>
#include <string>
// Dear ImGui
#include "imgui.h"
#include "imgui_impl_glfw.h"
@ -26,7 +24,7 @@
#include "Engine/ThemeManager.h"
#include "Engine/SceneManager.h"
#include "Engine/LuaAPI.h"
// #define YAML_CPP_STATIC_DEFINE
#include <yaml-cpp/yaml.h>
@ -108,16 +106,20 @@ bool MyEngine::Init(int width, int height, const std::string &title)
m_InspectorWindow = std::make_unique<InspectorWindow>();
m_SceneWindow = std::make_unique<SceneWindow>();
g_LoggerWindow = m_LoggerWindow.get();
// Optionally, call 'onInit' Lua function
// Some initial logs
m_LoggerWindow->AddLog("Engine initialized.");
m_LoggerWindow->AddLog("Welcome to Tesseract Engine!");
g_LoggerWindow = m_LoggerWindow.get();
m_Running = true;
m_LastTime = glfwGetTime();
DEBUG_PRINT("[OK] Engine Init ");
return true;
}
@ -178,27 +180,23 @@ void MyEngine::Run()
g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/sky.png");
// Load a model
Model* modelPtr = g_AssetManager.loadAsset<Model*>(AssetType::MODEL, "assets/models/LowPolyFiatUNO.obj");
Model *modelPtr = g_AssetManager.loadAsset<Model *>(AssetType::MODEL, "assets/models/LowPolyFiatUNO.obj");
if (modelPtr == nullptr)
{
DEBUG_PRINT("Failed to load model.");
}
else
{
Model* model = reinterpret_cast<Model*>(modelPtr);
DEBUG_PRINT("Model loaded successfully with %lld vertices and %lld indices.", model->vertices.size(), model->indices.size());
Model *model = reinterpret_cast<Model *>(modelPtr);
DEBUG_PRINT("Model loaded successfully with %lld vertices and %lld indices.", model->vertices.size(), model->indices.size());
}
Model *modelPtr4 = g_AssetManager.loadAsset<Model *>(AssetType::MODEL, "assets/models/shopping-cart.obj");
Model* modelPtr4 = g_AssetManager.loadAsset<Model*>(AssetType::MODEL, "assets/models/shopping-cart.obj");
Model* model4 = reinterpret_cast<Model*>(modelPtr4);
DEBUG_PRINT("Model loaded successfully with %lld vertices and %lld indices.", model4->vertices.size(), model4->indices.size());
Model *model4 = reinterpret_cast<Model *>(modelPtr4);
DEBUG_PRINT("Model loaded successfully with %lld vertices and %lld indices.", model4->vertices.size(), model4->indices.size());
g_GameObjects.push_back(newGameObject);
DEBUG_PRINT("Put componenent into Global Componenets Subsystem");
@ -212,19 +210,29 @@ void MyEngine::Run()
while (!glfwWindowShouldClose(m_Window) && m_Running)
{
// Poll
// Poll events
glfwPollEvents();
// Calculate FPS
// Calculate current time
double current_time = glfwGetTime();
double delta = current_time - m_LastTime;
// Calculate per-frame delta time
double frame_delta = current_time - m_LastFrameTime;
m_LastFrameTime = current_time;
// Accumulate time for FPS calculation
m_TimeAccumulator += frame_delta;
m_FrameCount++;
if (delta >= 0.1)
// Update FPS every 0.1 seconds
if (m_TimeAccumulator >= 0.1)
{
m_Fps = (float)(m_FrameCount / delta);
m_Ms = 100.0f / m_Fps;
m_Fps = static_cast<float>(m_FrameCount / m_TimeAccumulator);
m_Ms = 100.0f / m_Fps; // Assuming m_Ms represents milliseconds per frame
// Reset counters
m_FrameCount = 0;
m_LastTime = current_time;
m_TimeAccumulator = 0.0;
}
// Start new frame
@ -235,7 +243,23 @@ void MyEngine::Run()
m_InspectorWindow->Show();
// Show our windows
if (1) {
for (auto& Gameobject : g_GameObjects) {
// Handle Componenets That require Updates
std::shared_ptr<ScriptComponent> script = Gameobject->GetComponent<ScriptComponent>();
if (script){ // Stupid Null Checks
script->Update(frame_delta);
}
}
}
// Pass per-frame delta time to Lua
m_RenderWindow->Show(); // The spinning triangle as ImGui::Image
m_PerformanceWindow->Show(m_Fps, m_Ms); // FPS & ms
@ -245,12 +269,12 @@ void MyEngine::Run()
m_SceneWindow->Show();
// After rendering
m_PerformanceWindow->UpdatePerformanceStats(-1, g_GPU_Triangles_drawn_to_screen);
// End frame
EndFrame();
}
DEBUG_PRINT("[OK] Engine Run ");
}
@ -350,15 +374,12 @@ void MyEngine::ShowDockSpace()
{
m_LoggerWindow->AddLog("Saveing Scene", ImVec4(0.3f, 1.0f, 0.3f, 1.0f));
g_SceneManager.SaveScene(g_GameObjects, "./scenes/Default.scene");
}
if (ImGui::MenuItem("Load"))
{
m_LoggerWindow->AddLog("Loading Scene", ImVec4(0.3f, 1.0f, 0.3f, 1.0f));
g_SceneManager.LoadScene(g_GameObjects, "./scenes/Default.scene");
}
ImGui::EndMenu();
}

View File

@ -10,14 +10,12 @@
#include "Windows/InspectorWindow.h"
#include "Windows/SceneWindow.h"
#include "Componenets/GameObject.h"
#include "Componenets/Mesh.h"
#include "Componenets/Transform.h"
#include "TestModel.h"
#include "Engine/LuaAPI.h"
#include "gcml.h"
@ -28,9 +26,7 @@ struct GLFWwindow;
class MyEngine
{
public:
bool Init(int width, int height, const std::string& title);
bool Init(int width, int height, const std::string &title);
void Run();
void Cleanup();
@ -42,23 +38,22 @@ private:
private:
GLFWwindow* m_Window = nullptr;
GLFWwindow *m_Window = nullptr;
bool m_Running = false;
// Windows
std::unique_ptr<RenderWindow> m_RenderWindow;
std::unique_ptr<PerformanceWindow> m_PerformanceWindow;
std::unique_ptr<LoggerWindow> m_LoggerWindow;
std::unique_ptr<InspectorWindow> m_InspectorWindow;
std::unique_ptr<SceneWindow> m_SceneWindow;
std::unique_ptr<RenderWindow> m_RenderWindow;
std::unique_ptr<PerformanceWindow> m_PerformanceWindow;
std::unique_ptr<LoggerWindow> m_LoggerWindow;
std::unique_ptr<InspectorWindow> m_InspectorWindow;
std::unique_ptr<SceneWindow> m_SceneWindow;
double m_LastFrameTime = 0.0; // Initialize with the current time
double m_TimeAccumulator = 0.0;
// For FPS calculation
float m_Fps = 0.0f;
float m_Ms = 0.0f;
float m_Ms = 0.0f;
double m_LastTime = 0.0;
int m_FrameCount = 0;
int m_FrameCount = 0;
};

View File

@ -53,6 +53,7 @@ void AssetManager::DebugAssetMap()
AssetManager::AssetVariant AssetManager::loadAssetFromDisk(AssetType type, const std::string &path)
{
//DebugAssetMap();
LoadedAssets = m_AssetMap.size();
switch (type)
{
case AssetType::TEXTURE:

232
src/Engine/LuaAPI.cpp Normal file
View File

@ -0,0 +1,232 @@
// LuaManager.cpp
#include "LuaAPI.h"
#include "LuaMacros.h"
#include "imgui.h"
#include <iostream>
#include "gcml.h"
#include "Windows/LoggerWindow.h"
extern LoggerWindow *g_LoggerWindow;
int lua_log_message(lua_State *L);
LuaManager::LuaManager() : L(nullptr) {}
LuaManager::~LuaManager()
{
if (L)
{
lua_close(L);
}
}
bool LuaManager::init(const std::string &scriptPath)
{
// Create a new Lua state
L = luaL_newstate();
if (L == nullptr)
{
std::cerr << "Failed to create Lua state.\n";
return false;
}
// Open Lua standard libraries
luaL_openlibs(L);
// Create the Engine table
CREATE_LUA_TABLE(L, Engine);
// Bind the Log function to the Engine table
BIND_LUA_FUNCTION(L, Engine, "Log", lua_log_message);
// Load and execute the Lua script
if (luaL_dofile(L, scriptPath.c_str()) != LUA_OK)
{
std::cerr << "Error running " << scriptPath << ": " << lua_tostring(L, -1) << "\n";
lua_close(L);
L = nullptr;
return false;
}
return true;
}
bool LuaManager::callLuaFunction(const std::string &funcName)
{
lua_getglobal(L, funcName.c_str());
if (!lua_isfunction(L, -1))
{
std::cerr << "'" << funcName << "' is not a function.\n";
lua_pop(L, 1); // Remove non-function value
return false;
}
// Call the function with 0 arguments and 0 return values
if (lua_pcall(L, 0, 0, 0) != LUA_OK)
{
std::cerr << "Error calling '" << funcName << "': " << lua_tostring(L, -1) << "\n";
lua_pop(L, 1); // Remove error message
return false;
}
return true;
}
bool LuaManager::onUpdate(float deltaTime)
{
// Push the 'OnUpdate' function onto the stack
lua_getglobal(L, "OnUpdate"); // Ensure correct case
if (!lua_isfunction(L, -1))
{
std::cerr << "'OnUpdate' is not a function.\n";
lua_pop(L, 1); // Remove non-function value
return false;
}
// Push the deltaTime argument
lua_pushnumber(L, deltaTime);
// Call the function with 1 argument and 0 return values
if (lua_pcall(L, 1, 0, 0) != LUA_OK)
{
// Retrieve the error message from Lua
const char* luaError = lua_tostring(L, -1);
if (luaError)
{
std::string errorMsg(luaError);
// Check if this error message has already been logged
if (errorMsg != m_LastErrorMessage)
{
// Log the error to the in-game terminal in red
if (g_LoggerWindow)
{
g_LoggerWindow->AddLog(errorMsg.c_str(), ImVec4(1.0f, 0.0f, 0.0f, 1.0f));
}
else
{
std::cerr << "LoggerWindow is not initialized.\n";
}
// Update the last error message
m_LastErrorMessage = errorMsg;
}
// Optionally, print to std::cerr once if LoggerWindow is unavailable
if (!g_LoggerWindow)
{
std::cerr << "Error calling 'OnUpdate': " << luaError << "\n";
}
}
else
{
std::cerr << "Unknown error calling 'OnUpdate'.\n";
}
lua_pop(L, 1); // Remove error message
return false;
}
else
{
// Reset the last error message if the call was successful
m_LastErrorMessage.clear();
}
return true;
}
bool LuaManager::onDrawGui()
{
return callLuaFunction("onDrawGui");
}
bool LuaManager::callFunction(const std::string &funcName, int args, int returns)
{
lua_getglobal(L, funcName.c_str());
if (!lua_isfunction(L, -1))
{
std::cerr << "'" << funcName << "' is not a function.\n";
lua_pop(L, 1); // Remove non-function value
return false;
}
// For simplicity, this example doesn't handle arguments and return values.
// You can extend this method to push arguments and retrieve returns as needed.
if (lua_pcall(L, args, returns, 0) != LUA_OK)
{
std::cerr << "Error calling '" << funcName << "': " << lua_tostring(L, -1) << "\n";
lua_pop(L, 1); // Remove error message
return false;
}
return true;
}
// Binding function to log messages from Lua
int lua_log_message(lua_State *L)
{
// Check and retrieve the message string
if (!lua_isstring(L, 1))
{
lua_pushstring(L, "Incorrect argument to 'log_message'. Expected string as first argument.");
lua_error(L);
return 0; // Never reached, lua_error long jumps
}
const char *message = lua_tostring(L, 1);
// Initialize default color
ImVec4 color(1.0f, 1.0f, 1.0f, 1.0f); // Default white color
// Check if a second argument (color) is provided
if (lua_gettop(L) >= 2)
{
if (lua_istable(L, 2))
{
// Retrieve color components from the table
lua_pushnumber(L, 1); // Push key 1 (r)
lua_gettable(L, 2);
float r = lua_isnumber(L, -1) ? lua_tonumber(L, -1) : 1.0f;
lua_pop(L, 1);
lua_pushnumber(L, 2); // Push key 2 (g)
lua_gettable(L, 2);
float g = lua_isnumber(L, -1) ? lua_tonumber(L, -1) : 1.0f;
lua_pop(L, 1);
lua_pushnumber(L, 3); // Push key 3 (b)
lua_gettable(L, 2);
float b = lua_isnumber(L, -1) ? lua_tonumber(L, -1) : 1.0f;
lua_pop(L, 1);
lua_pushnumber(L, 4); // Push key 4 (a)
lua_gettable(L, 2);
float a = lua_isnumber(L, -1) ? lua_tonumber(L, -1) : 1.0f;
lua_pop(L, 1);
color = ImVec4(r, g, b, a);
}
else
{
lua_pushstring(L, "Incorrect argument to 'log_message'. Expected table for color.");
lua_error(L);
return 0;
}
}
// Ensure LoggerWindow is valid
g_LoggerWindow->AddLog(message, color);
return 0; // Number of return values
}

32
src/Engine/LuaAPI.h Normal file
View File

@ -0,0 +1,32 @@
#pragma once
#include "lua.hpp"
#include <string>
class LuaManager {
public:
LuaManager();
~LuaManager();
// Initialize the Lua state and load the script
bool init(const std::string& scriptPath);
// Call the 'onUpdate' function in Lua
bool onUpdate(float deltaTime);
// Call the 'onDrawGui' function in Lua
bool onDrawGui();
// Optionally, call other Lua functions as needed
bool callFunction(const std::string& funcName, int args = 0, int returns = 0);
private:
lua_State* L;
std::string m_LastErrorMessage; // Stores the last error message
// Helper function to call a Lua function with no arguments and no return values
bool callLuaFunction(const std::string& funcName);
};

95
src/Engine/LuaMacros.h Normal file
View File

@ -0,0 +1,95 @@
// LuaMacros.h
#pragma once
#include "lua.hpp"
// Macro to create a Lua table with a specified name
#define CREATE_LUA_TABLE(L, tableName) \
lua_newtable(L); \
int tableName##_index = lua_gettop(L); \
lua_setglobal(L, #tableName); \
lua_getglobal(L, #tableName); \
tableName##_index = lua_gettop(L);
// Macro to bind a C++ function to a Lua table
#define BIND_LUA_FUNCTION(L, tableName, funcName, cFunc) \
lua_pushcfunction(L, cFunc); \
lua_setfield(L, tableName##_index, funcName);
// Macro to define and bind a Lua function within a table
#define DEFINE_AND_BIND_LUA_FUNCTION(L, tableName, funcName, cFunc) \
lua_pushcfunction(L, cFunc); \
lua_setfield(L, tableName##_index, funcName);
// Macro to register multiple functions to a Lua table
#define REGISTER_LUA_FUNCTIONS(L, tableName, ...) \
do { \
const char* funcs[] = {__VA_ARGS__}; \
for (const char* func : funcs) { \
/* Assume corresponding C function has prefix lua_ and tableName_ */ \
std::string cFuncName = std::string("lua_") + tableName + "_" + func; \
lua_pushcfunction(L, (lua_CFunction)(&cFuncName[0])); /* Needs appropriate mapping */ \
lua_setfield(L, tableName##_index, func); \
} \
} while(0)
// Macro to get an integer from Lua
#define GET_LUA_INT(L, index, varName) \
int varName = 0; \
if (lua_isinteger(L, index)) { \
varName = static_cast<int>(lua_tointeger(L, index)); \
} else { \
std::cerr << "Expected integer at argument " << index << "\n"; \
}
// Macro to get a float from Lua
#define GET_LUA_FLOAT(L, index, varName) \
float varName = 0.0f; \
if (lua_isnumber(L, index)) { \
varName = static_cast<float>(lua_tonumber(L, index)); \
} else { \
std::cerr << "Expected number at argument " << index << "\n"; \
}
// Macro to get a string from Lua
#define GET_LUA_STRING(L, index, varName) \
std::string varName; \
if (lua_isstring(L, index)) { \
varName = lua_tostring(L, index); \
} else { \
std::cerr << "Expected string at argument " << index << "\n"; \
}
// Macro to get a boolean from Lua
#define GET_LUA_BOOL(L, index, varName) \
bool varName = false; \
if (lua_isboolean(L, index)) { \
varName = lua_toboolean(L, index); \
} else { \
std::cerr << "Expected boolean at argument " << index << "\n"; \
}
// Macro to return a value to Lua
#define RETURN_LUA_VALUE(L, value) \
lua_push##value(L, value); \
return 1;
// Examples for returning integer, float, string, boolean
#define RETURN_LUA_INT(L, value) RETURN_LUA_VALUE(L, integer)
#define RETURN_LUA_FLOAT(L, value) RETURN_LUA_VALUE(L, number)
#define RETURN_LUA_STRING(L, value) RETURN_LUA_VALUE(L, string)
#define RETURN_LUA_BOOL(L, value) RETURN_LUA_VALUE(L, boolean)
#define RETURN_LUA_VALUE(L, value) \
lua_push##value(L, value); \
return 1;
// Specific return macros
#define RETURN_LUA_INT(L, value) RETURN_LUA_VALUE(L, integer)
#define RETURN_LUA_FLOAT(L, value) RETURN_LUA_VALUE(L, number)
#define RETURN_LUA_STRING(L, value) RETURN_LUA_VALUE(L, string)
#define RETURN_LUA_BOOL(L, value) RETURN_LUA_VALUE(L, boolean)

View File

@ -74,13 +74,15 @@ void InspectorWindow::Show()
// ===========================
// 1) TRANSFORM
// ===========================
std::shared_ptr<TransformComponent> transform = g_SelectedObject->GetComponent<TransformComponent>();
std::shared_ptr<MeshComponent> mesh = g_SelectedObject->GetComponent<MeshComponent>();
std::shared_ptr<ScriptComponent> script = g_SelectedObject->GetComponent<ScriptComponent>();
// Color the Transform header
if (transform && g_SelectedObject) //! Funny: I did not put a null check here and it broke everything.
if (transform && g_SelectedObject) // Funny: I did not put a null check here and it broke everything.
{
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
@ -291,7 +293,7 @@ void InspectorWindow::Show()
}
}
if (mesh && g_SelectedObject) //! Funny: I did not put a null check here and it broke everything.
if (mesh && g_SelectedObject)
{
// Transform* transform = &g_SelectedObject->transform;
@ -339,6 +341,35 @@ void InspectorWindow::Show()
}
ImGui::Spacing();
if (script && g_SelectedObject)
{
// Transform* transform = &g_SelectedObject->transform;
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
bool scriptOpen = ImGui::CollapsingHeader("Script##Main", ImGuiTreeNodeFlags_DefaultOpen);
ImGui::PopStyleColor();
// printf("%p\n", &transform);
if (scriptOpen)
{
// Define a maximum buffer size
const size_t BUFFER_SIZE = 256;
// Allocate a buffer and initialize it with the current string
char buffer[BUFFER_SIZE];
strncpy(buffer, script->ScriptPath.c_str(), BUFFER_SIZE - 1);
buffer[BUFFER_SIZE - 1] = '\0'; // Ensure null-termination
// Render the InputText widget
if (ImGui::InputText(script->ScriptPath.c_str(), buffer, BUFFER_SIZE))
{
// Update the string if user made changes
script->ScriptPath = buffer;
}
}
}
// ===========================
// 2) SCRIPT
// ===========================

View File

@ -7,6 +7,8 @@
#include "Componenets/GameObject.h"
#include "Componenets/Mesh.h"
#include "Componenets/Transform.h"
#include "Componenets/ScriptComponent.h"
// Example struct for a Script component

View File

@ -335,9 +335,6 @@ void RenderWindow::RenderSceneToFBO()
std::shared_ptr<MeshComponent> mesh = obj->GetComponent<MeshComponent>();
if (!transform) {
DEBUG_PRINT("Could not find Transform Component");
}
if (transform && mesh)
@ -345,7 +342,7 @@ void RenderWindow::RenderSceneToFBO()
// Translate
g_GPU_Triangles_drawn_to_screen = static_cast<int>(mesh->indexCount);
g_GPU_Triangles_drawn_to_screen += static_cast<int>(mesh->indexCount);
model = glm::translate(model, transform->position);

276
vendor/lua/lauxlib.h vendored Normal file
View File

@ -0,0 +1,276 @@
/*
** $Id: lauxlib.h $
** Auxiliary functions for building Lua libraries
** See Copyright Notice in lua.h
*/
#ifndef lauxlib_h
#define lauxlib_h
#include <stddef.h>
#include <stdio.h>
#include "lua.h"
/* global table */
#define LUA_GNAME "_G"
typedef struct luaL_Buffer luaL_Buffer;
/* extra error code for 'luaL_loadfilex' */
#define LUA_ERRFILE (LUA_ERRERR+1)
/* key, in the registry, for table of loaded modules */
#define LUA_LOADED_TABLE "_LOADED"
/* key, in the registry, for table of preloaded loaders */
#define LUA_PRELOAD_TABLE "_PRELOAD"
typedef struct luaL_Reg {
const char *name;
lua_CFunction func;
} luaL_Reg;
#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number))
LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz);
#define luaL_checkversion(L) \
luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES)
LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e);
LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e);
LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len);
LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg);
LUALIB_API int (luaL_typeerror) (lua_State *L, int arg, const char *tname);
LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg,
size_t *l);
LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg,
const char *def, size_t *l);
LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg);
LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def);
LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg);
LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg,
lua_Integer def);
LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg);
LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t);
LUALIB_API void (luaL_checkany) (lua_State *L, int arg);
LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname);
LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname);
LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname);
LUALIB_API void (luaL_where) (lua_State *L, int lvl);
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def,
const char *const lst[]);
LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname);
LUALIB_API int (luaL_execresult) (lua_State *L, int stat);
/* predefined references */
#define LUA_NOREF (-2)
#define LUA_REFNIL (-1)
LUALIB_API int (luaL_ref) (lua_State *L, int t);
LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref);
LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename,
const char *mode);
#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL)
LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz,
const char *name, const char *mode);
LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s);
LUALIB_API lua_State *(luaL_newstate) (void);
LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx);
LUALIB_API void luaL_addgsub (luaL_Buffer *b, const char *s,
const char *p, const char *r);
LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s,
const char *p, const char *r);
LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup);
LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname);
LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1,
const char *msg, int level);
LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname,
lua_CFunction openf, int glb);
/*
** ===============================================================
** some useful macros
** ===============================================================
*/
#define luaL_newlibtable(L,l) \
lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1)
#define luaL_newlib(L,l) \
(luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0))
#define luaL_argcheck(L, cond,arg,extramsg) \
((void)((cond) || luaL_argerror(L, (arg), (extramsg))))
#define luaL_argexpected(L,cond,arg,tname) \
((void)((cond) || luaL_typeerror(L, (arg), (tname))))
#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL))
#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i)))
#define luaL_dofile(L, fn) \
(luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_dostring(L, s) \
(luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0))
#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n)))
#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n)))
#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL)
/* push the value used to represent failure/error */
#define luaL_pushfail(L) lua_pushnil(L)
/*
** {======================================================
** Generic Buffer manipulation
** =======================================================
*/
struct luaL_Buffer {
char *b; /* buffer address */
size_t size; /* buffer size */
size_t n; /* number of characters in buffer */
lua_State *L;
union {
LUAI_MAXALIGN; /* ensure maximum alignment for buffer */
char b[LUAL_BUFFERSIZE]; /* initial buffer */
} init;
};
#define luaL_bufflen(bf) ((bf)->n)
#define luaL_buffaddr(bf) ((bf)->b)
#define luaL_addchar(B,c) \
((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \
((B)->b[(B)->n++] = (c)))
#define luaL_addsize(B,s) ((B)->n += (s))
#define luaL_buffsub(B,s) ((B)->n -= (s))
LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B);
LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz);
LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l);
LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s);
LUALIB_API void (luaL_addvalue) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresult) (luaL_Buffer *B);
LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz);
LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz);
#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE)
/* }====================================================== */
/*
** {======================================================
** File handles for IO library
** =======================================================
*/
/*
** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and
** initial structure 'luaL_Stream' (it may contain other fields
** after that initial structure).
*/
#define LUA_FILEHANDLE "FILE*"
typedef struct luaL_Stream {
FILE *f; /* stream (NULL for incompletely created streams) */
lua_CFunction closef; /* to close stream (NULL for closed streams) */
} luaL_Stream;
/* }====================================================== */
/*
** {==================================================================
** "Abstraction Layer" for basic report of messages and errors
** ===================================================================
*/
/* print a string */
#if !defined(lua_writestring)
#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout)
#endif
/* print a newline and flush the output */
#if !defined(lua_writeline)
#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout))
#endif
/* print an error message */
#if !defined(lua_writestringerror)
#define lua_writestringerror(s,p) \
(fprintf(stderr, (s), (p)), fflush(stderr))
#endif
/* }================================================================== */
/*
** {============================================================
** Compatibility with deprecated conversions
** =============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a))
#define luaL_optunsigned(L,a,d) \
((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d)))
#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n)))
#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d)))
#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n)))
#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d)))
#endif
/* }============================================================ */
#endif

517
vendor/lua/lua.h vendored Normal file
View File

@ -0,0 +1,517 @@
/*
** $Id: lua.h $
** Lua - A Scripting Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/
#ifndef lua_h
#define lua_h
#include <stdarg.h>
#include <stddef.h>
#include "luaconf.h"
#define LUA_VERSION_MAJOR "5"
#define LUA_VERSION_MINOR "4"
#define LUA_VERSION_RELEASE "2"
#define LUA_VERSION_NUM 504
#define LUA_VERSION_RELEASE_NUM (LUA_VERSION_NUM * 100 + 0)
#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2020 Lua.org, PUC-Rio"
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes"
/* mark for precompiled code ('<esc>Lua') */
#define LUA_SIGNATURE "\x1bLua"
/* option for multiple returns in 'lua_pcall' and 'lua_call' */
#define LUA_MULTRET (-1)
/*
** Pseudo-indices
** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty
** space after that to help overflow detection)
*/
#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000)
#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i))
/* thread status */
#define LUA_OK 0
#define LUA_YIELD 1
#define LUA_ERRRUN 2
#define LUA_ERRSYNTAX 3
#define LUA_ERRMEM 4
#define LUA_ERRERR 5
typedef struct lua_State lua_State;
/*
** basic types
*/
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
#define LUA_NUMTYPES 9
/* minimum Lua stack available to a C function */
#define LUA_MINSTACK 20
/* predefined values in the registry */
#define LUA_RIDX_MAINTHREAD 1
#define LUA_RIDX_GLOBALS 2
#define LUA_RIDX_LAST LUA_RIDX_GLOBALS
/* type of numbers in Lua */
typedef LUA_NUMBER lua_Number;
/* type for integer functions */
typedef LUA_INTEGER lua_Integer;
/* unsigned integer type */
typedef LUA_UNSIGNED lua_Unsigned;
/* type for continuation-function contexts */
typedef LUA_KCONTEXT lua_KContext;
/*
** Type for C functions registered with Lua
*/
typedef int (*lua_CFunction) (lua_State *L);
/*
** Type for continuation functions
*/
typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
/*
** Type for functions that read/write blocks when loading/dumping Lua chunks
*/
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud);
/*
** Type for memory-allocation functions
*/
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
/*
** Type for warning functions
*/
typedef void (*lua_WarnFunction) (void *ud, const char *msg, int tocont);
/*
** generic extra include file
*/
#if defined(LUA_USER_H)
#include LUA_USER_H
#endif
/*
** RCS ident string
*/
extern const char lua_ident[];
/*
** state manipulation
*/
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
LUA_API void (lua_close) (lua_State *L);
LUA_API lua_State *(lua_newthread) (lua_State *L);
LUA_API int (lua_resetthread) (lua_State *L);
LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);
LUA_API lua_Number (lua_version) (lua_State *L);
/*
** basic stack manipulation
*/
LUA_API int (lua_absindex) (lua_State *L, int idx);
LUA_API int (lua_gettop) (lua_State *L);
LUA_API void (lua_settop) (lua_State *L, int idx);
LUA_API void (lua_pushvalue) (lua_State *L, int idx);
LUA_API void (lua_rotate) (lua_State *L, int idx, int n);
LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx);
LUA_API int (lua_checkstack) (lua_State *L, int n);
LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n);
/*
** access functions (stack -> C)
*/
LUA_API int (lua_isnumber) (lua_State *L, int idx);
LUA_API int (lua_isstring) (lua_State *L, int idx);
LUA_API int (lua_iscfunction) (lua_State *L, int idx);
LUA_API int (lua_isinteger) (lua_State *L, int idx);
LUA_API int (lua_isuserdata) (lua_State *L, int idx);
LUA_API int (lua_type) (lua_State *L, int idx);
LUA_API const char *(lua_typename) (lua_State *L, int tp);
LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum);
LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum);
LUA_API int (lua_toboolean) (lua_State *L, int idx);
LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len);
LUA_API lua_Unsigned (lua_rawlen) (lua_State *L, int idx);
LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx);
LUA_API void *(lua_touserdata) (lua_State *L, int idx);
LUA_API lua_State *(lua_tothread) (lua_State *L, int idx);
LUA_API const void *(lua_topointer) (lua_State *L, int idx);
/*
** Comparison and arithmetic functions
*/
#define LUA_OPADD 0 /* ORDER TM, ORDER OP */
#define LUA_OPSUB 1
#define LUA_OPMUL 2
#define LUA_OPMOD 3
#define LUA_OPPOW 4
#define LUA_OPDIV 5
#define LUA_OPIDIV 6
#define LUA_OPBAND 7
#define LUA_OPBOR 8
#define LUA_OPBXOR 9
#define LUA_OPSHL 10
#define LUA_OPSHR 11
#define LUA_OPUNM 12
#define LUA_OPBNOT 13
LUA_API void (lua_arith) (lua_State *L, int op);
#define LUA_OPEQ 0
#define LUA_OPLT 1
#define LUA_OPLE 2
LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2);
LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op);
/*
** push functions (C -> stack)
*/
LUA_API void (lua_pushnil) (lua_State *L);
LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n);
LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n);
LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len);
LUA_API const char *(lua_pushstring) (lua_State *L, const char *s);
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
va_list argp);
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
LUA_API void (lua_pushboolean) (lua_State *L, int b);
LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p);
LUA_API int (lua_pushthread) (lua_State *L);
/*
** get functions (Lua -> stack)
*/
LUA_API int (lua_getglobal) (lua_State *L, const char *name);
LUA_API int (lua_gettable) (lua_State *L, int idx);
LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k);
LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawget) (lua_State *L, int idx);
LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n);
LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p);
LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec);
LUA_API void *(lua_newuserdatauv) (lua_State *L, size_t sz, int nuvalue);
LUA_API int (lua_getmetatable) (lua_State *L, int objindex);
LUA_API int (lua_getiuservalue) (lua_State *L, int idx, int n);
/*
** set functions (stack -> Lua)
*/
LUA_API void (lua_setglobal) (lua_State *L, const char *name);
LUA_API void (lua_settable) (lua_State *L, int idx);
LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k);
LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawset) (lua_State *L, int idx);
LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n);
LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p);
LUA_API int (lua_setmetatable) (lua_State *L, int objindex);
LUA_API int (lua_setiuservalue) (lua_State *L, int idx, int n);
/*
** 'load' and 'call' functions (load and run Lua code)
*/
LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults,
lua_KContext ctx, lua_KFunction k);
#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL)
LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc,
lua_KContext ctx, lua_KFunction k);
#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt,
const char *chunkname, const char *mode);
LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip);
/*
** coroutine functions
*/
LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx,
lua_KFunction k);
LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg,
int *nres);
LUA_API int (lua_status) (lua_State *L);
LUA_API int (lua_isyieldable) (lua_State *L);
#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL)
/*
** Warning-related functions
*/
LUA_API void (lua_setwarnf) (lua_State *L, lua_WarnFunction f, void *ud);
LUA_API void (lua_warning) (lua_State *L, const char *msg, int tocont);
/*
** garbage-collection function and options
*/
#define LUA_GCSTOP 0
#define LUA_GCRESTART 1
#define LUA_GCCOLLECT 2
#define LUA_GCCOUNT 3
#define LUA_GCCOUNTB 4
#define LUA_GCSTEP 5
#define LUA_GCSETPAUSE 6
#define LUA_GCSETSTEPMUL 7
#define LUA_GCISRUNNING 9
#define LUA_GCGEN 10
#define LUA_GCINC 11
LUA_API int (lua_gc) (lua_State *L, int what, ...);
/*
** miscellaneous functions
*/
LUA_API int (lua_error) (lua_State *L);
LUA_API int (lua_next) (lua_State *L, int idx);
LUA_API void (lua_concat) (lua_State *L, int n);
LUA_API void (lua_len) (lua_State *L, int idx);
LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s);
LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud);
LUA_API void (lua_toclose) (lua_State *L, int idx);
/*
** {==============================================================
** some useful macros
** ===============================================================
*/
#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE))
#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL)
#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL)
#define lua_pop(L,n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))
#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0)
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD)
#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0)
#define lua_pushliteral(L, s) lua_pushstring(L, "" s)
#define lua_pushglobaltable(L) \
((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS))
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
#define lua_insert(L,idx) lua_rotate(L, (idx), 1)
#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1))
#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1))
/* }============================================================== */
/*
** {==============================================================
** compatibility macros
** ===============================================================
*/
#if defined(LUA_COMPAT_APIINTCASTS)
#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n))
#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is))
#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL)
#endif
#define lua_newuserdata(L,s) lua_newuserdatauv(L,s,1)
#define lua_getuservalue(L,idx) lua_getiuservalue(L,idx,1)
#define lua_setuservalue(L,idx) lua_setiuservalue(L,idx,1)
#define LUA_NUMTAGS LUA_NUMTYPES
/* }============================================================== */
/*
** {======================================================================
** Debug API
** =======================================================================
*/
/*
** Event codes
*/
#define LUA_HOOKCALL 0
#define LUA_HOOKRET 1
#define LUA_HOOKLINE 2
#define LUA_HOOKCOUNT 3
#define LUA_HOOKTAILCALL 4
/*
** Event masks
*/
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
#define LUA_MASKRET (1 << LUA_HOOKRET)
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
typedef struct lua_Debug lua_Debug; /* activation record */
/* Functions to be called by the debugger in specific events */
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar);
LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar);
LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n);
LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n);
LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n);
LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1,
int fidx2, int n2);
LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count);
LUA_API lua_Hook (lua_gethook) (lua_State *L);
LUA_API int (lua_gethookmask) (lua_State *L);
LUA_API int (lua_gethookcount) (lua_State *L);
LUA_API int (lua_setcstacklimit) (lua_State *L, unsigned int limit);
struct lua_Debug {
int event;
const char *name; /* (n) */
const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */
const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */
const char *source; /* (S) */
size_t srclen; /* (S) */
int currentline; /* (l) */
int linedefined; /* (S) */
int lastlinedefined; /* (S) */
unsigned char nups; /* (u) number of upvalues */
unsigned char nparams;/* (u) number of parameters */
char isvararg; /* (u) */
char istailcall; /* (t) */
unsigned short ftransfer; /* (r) index of first value transferred */
unsigned short ntransfer; /* (r) number of transferred values */
char short_src[LUA_IDSIZE]; /* (S) */
/* private part */
struct CallInfo *i_ci; /* active function */
};
/* }====================================================================== */
/******************************************************************************
* Copyright (C) 1994-2020 Lua.org, PUC-Rio.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/
#endif

9
vendor/lua/lua.hpp vendored Normal file
View File

@ -0,0 +1,9 @@
// lua.hpp
// Lua header files for C++
// <<extern "C">> not supplied automatically because Lua also compiles as C++
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}

763
vendor/lua/luaconf.h vendored Normal file
View File

@ -0,0 +1,763 @@
/*
** $Id: luaconf.h $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/
#ifndef luaconf_h
#define luaconf_h
#include <limits.h>
#include <stddef.h>
/*
** ===================================================================
** General Configuration File for Lua
**
** Some definitions here can be changed externally, through the
** compiler (e.g., with '-D' options). Those are protected by
** '#if !defined' guards. However, several other definitions should
** be changed directly here, either because they affect the Lua
** ABI (by making the changes here, you ensure that all software
** connected to Lua, such as C libraries, will be compiled with the
** same configuration); or because they are seldom changed.
**
** Search for "@@" to find all configurable definitions.
** ===================================================================
*/
/*
** {====================================================================
** System Configuration: macros to adapt (if needed) Lua to some
** particular platform, for instance restricting it to C89.
** =====================================================================
*/
/*
@@ LUA_USE_C89 controls the use of non-ISO-C89 features.
** Define it if you want Lua to avoid the use of a few C99 features
** or Windows-specific features on Windows.
*/
/* #define LUA_USE_C89 */
/*
** By default, Lua on Windows use (some) specific Windows features
*/
#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE)
#define LUA_USE_WINDOWS /* enable goodies for regular Windows */
#endif
#if defined(LUA_USE_WINDOWS)
#define LUA_DL_DLL /* enable support for DLL */
#define LUA_USE_C89 /* broadly, Windows is C89 */
#endif
#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* needs an extra library: -ldl */
#endif
#if defined(LUA_USE_MACOSX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN /* MacOS does not need -ldl */
#endif
/*
@@ LUAI_IS32INT is true iff 'int' has (at least) 32 bits.
*/
#define LUAI_IS32INT ((UINT_MAX >> 30) >= 3)
/* }================================================================== */
/*
** {==================================================================
** Configuration for Number types.
** ===================================================================
*/
/*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats.
*/
/* #define LUA_32BITS */
/*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
** C89 ('long' and 'double'); Windows always has '__int64', so it does
** not need to use this case.
*/
#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS)
#define LUA_C89_NUMBERS
#endif
/*
@@ LUA_INT_TYPE defines the type for Lua integers.
@@ LUA_FLOAT_TYPE defines the type for Lua floats.
** Lua should work fine with any mix of these options supported
** by your C compiler. The usual configurations are 64-bit integers
** and 'double' (the default), 32-bit integers and 'float' (for
** restricted platforms), and 'long'/'double' (for C compilers not
** compliant with C99, which may not have support for 'long long').
*/
/* predefined options for LUA_INT_TYPE */
#define LUA_INT_INT 1
#define LUA_INT_LONG 2
#define LUA_INT_LONGLONG 3
/* predefined options for LUA_FLOAT_TYPE */
#define LUA_FLOAT_FLOAT 1
#define LUA_FLOAT_DOUBLE 2
#define LUA_FLOAT_LONGDOUBLE 3
#if defined(LUA_32BITS) /* { */
/*
** 32-bit integers and 'float'
*/
#if LUAI_IS32INT /* use 'int' if big enough */
#define LUA_INT_TYPE LUA_INT_INT
#else /* otherwise use 'long' */
#define LUA_INT_TYPE LUA_INT_LONG
#endif
#define LUA_FLOAT_TYPE LUA_FLOAT_FLOAT
#elif defined(LUA_C89_NUMBERS) /* }{ */
/*
** largest types available for C89 ('long' and 'double')
*/
#define LUA_INT_TYPE LUA_INT_LONG
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif /* } */
/*
** default configuration for 64-bit Lua ('long long' and 'double')
*/
#if !defined(LUA_INT_TYPE)
#define LUA_INT_TYPE LUA_INT_LONGLONG
#endif
#if !defined(LUA_FLOAT_TYPE)
#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE
#endif
/* }================================================================== */
/*
** {==================================================================
** Configuration for Paths.
** ===================================================================
*/
/*
** LUA_PATH_SEP is the character that separates templates in a path.
** LUA_PATH_MARK is the string that marks the substitution points in a
** template.
** LUA_EXEC_DIR in a Windows path is replaced by the executable's
** directory.
*/
#define LUA_PATH_SEP ";"
#define LUA_PATH_MARK "?"
#define LUA_EXEC_DIR "!"
/*
@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for
** Lua libraries.
@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for
** C libraries.
** CHANGE them if your machine has a non-conventional directory
** hierarchy or if you want to install your libraries in
** non-conventional directories.
*/
#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#if defined(_WIN32) /* { */
/*
** In Windows, any exclamation mark ('!') in the path is replaced by the
** path of the directory of the executable file of the current process.
*/
#define LUA_LDIR "!\\lua\\"
#define LUA_CDIR "!\\"
#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\"
#if !defined(LUA_PATH_DEFAULT)
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \
LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \
".\\?.lua;" ".\\?\\init.lua"
#endif
#if !defined(LUA_CPATH_DEFAULT)
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.dll;" \
LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \
LUA_CDIR"loadall.dll;" ".\\?.dll;" \
LUA_CDIR"?54.dll;" ".\\?54.dll"
#endif
#else /* }{ */
#define LUA_ROOT "/usr/local/"
#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/"
#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/"
#if !defined(LUA_PATH_DEFAULT)
#define LUA_PATH_DEFAULT \
LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \
LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \
"./?.lua;" "./?/init.lua"
#endif
#if !defined(LUA_CPATH_DEFAULT)
#define LUA_CPATH_DEFAULT \
LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so;" \
LUA_CDIR"lib?54.so;" "./lib?54.so"
#endif
#endif /* } */
/*
@@ LUA_DIRSEP is the directory separator (for submodules).
** CHANGE it if your machine does not use "/" as the directory separator
** and is not Windows. (On Windows Lua automatically uses "\".)
*/
#if !defined(LUA_DIRSEP)
#if defined(_WIN32)
#define LUA_DIRSEP "\\"
#else
#define LUA_DIRSEP "/"
#endif
#endif
/* }================================================================== */
/*
** {==================================================================
** Marks for exported symbols in the C code
** ===================================================================
*/
/*
@@ LUA_API is a mark for all core API functions.
@@ LUALIB_API is a mark for all auxiliary library functions.
@@ LUAMOD_API is a mark for all standard library opening functions.
** CHANGE them if you need to define those functions in some special way.
** For instance, if you want to create one Windows DLL with the core and
** the libraries, you may want to use the following definition (define
** LUA_BUILD_AS_DLL to get it).
*/
#if defined(LUA_BUILD_AS_DLL) /* { */
#if defined(LUA_CORE) || defined(LUA_LIB) /* { */
#define LUA_API __declspec(dllexport)
#else /* }{ */
#define LUA_API __declspec(dllimport)
#endif /* } */
#else /* }{ */
#define LUA_API extern
#endif /* } */
/*
** More often than not the libs go together with the core.
*/
#define LUALIB_API LUA_API
#define LUAMOD_API LUA_API
/*
@@ LUAI_FUNC is a mark for all extern functions that are not to be
** exported to outside modules.
@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables,
** none of which to be exported to outside modules (LUAI_DDEF for
** definitions and LUAI_DDEC for declarations).
** CHANGE them if you need to mark them in some special way. Elf/gcc
** (versions 3.2 and later) mark them as "hidden" to optimize access
** when Lua is compiled as a shared library. Not all elf targets support
** this attribute. Unfortunately, gcc does not offer a way to check
** whether the target offers that support, and those without support
** give a warning about it. To avoid these warnings, change to the
** default definition.
*/
#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \
defined(__ELF__) /* { */
#define LUAI_FUNC __attribute__((visibility("internal"))) extern
#else /* }{ */
#define LUAI_FUNC extern
#endif /* } */
#define LUAI_DDEC(dec) LUAI_FUNC dec
#define LUAI_DDEF /* empty */
/* }================================================================== */
/*
** {==================================================================
** Compatibility with previous versions
** ===================================================================
*/
/*
@@ LUA_COMPAT_5_3 controls other macros for compatibility with Lua 5.3.
** You can define it to get all options, or change specific options
** to fit your specific needs.
*/
#if defined(LUA_COMPAT_5_3) /* { */
/*
@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated
** functions in the mathematical library.
** (These functions were already officially removed in 5.3;
** nevertheless they are still available here.)
*/
#define LUA_COMPAT_MATHLIB
/*
@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for
** manipulating other integer types (lua_pushunsigned, lua_tounsigned,
** luaL_checkint, luaL_checklong, etc.)
** (These macros were also officially removed in 5.3, but they are still
** available here.)
*/
#define LUA_COMPAT_APIINTCASTS
/*
@@ LUA_COMPAT_LT_LE controls the emulation of the '__le' metamethod
** using '__lt'.
*/
#define LUA_COMPAT_LT_LE
/*
@@ The following macros supply trivial compatibility for some
** changes in the API. The macros themselves document how to
** change your code to avoid using them.
** (Once more, these macros were officially removed in 5.3, but they are
** still available here.)
*/
#define lua_strlen(L,i) lua_rawlen(L, (i))
#define lua_objlen(L,i) lua_rawlen(L, (i))
#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ)
#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT)
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Configuration for Numbers.
** Change these definitions if no predefined LUA_FLOAT_* / LUA_INT_*
** satisfy your needs.
** ===================================================================
*/
/*
@@ LUA_NUMBER is the floating-point type used by Lua.
@@ LUAI_UACNUMBER is the result of a 'default argument promotion'
@@ over a floating number.
@@ l_floatatt(x) corrects float attribute 'x' to the proper float type
** by prefixing it with one of FLT/DBL/LDBL.
@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats.
@@ LUA_NUMBER_FMT is the format for writing floats.
@@ lua_number2str converts a float to a string.
@@ l_mathop allows the addition of an 'l' or 'f' to all math operations.
@@ l_floor takes the floor of a float.
@@ lua_str2number converts a decimal numeral to a number.
*/
/* The following definitions are good for most cases here */
#define l_floor(x) (l_mathop(floor)(x))
#define lua_number2str(s,sz,n) \
l_sprintf((s), sz, LUA_NUMBER_FMT, (LUAI_UACNUMBER)(n))
/*
@@ lua_numbertointeger converts a float number with an integral value
** to an integer, or returns 0 if float is not within the range of
** a lua_Integer. (The range comparisons are tricky because of
** rounding. The tests here assume a two-complement representation,
** where MININTEGER always has an exact representation as a float;
** MAXINTEGER may not have one, and therefore its conversion to float
** may have an ill-defined value.)
*/
#define lua_numbertointeger(n,p) \
((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \
(n) < -(LUA_NUMBER)(LUA_MININTEGER) && \
(*(p) = (LUA_INTEGER)(n), 1))
/* now the variable definitions */
#if LUA_FLOAT_TYPE == LUA_FLOAT_FLOAT /* { single float */
#define LUA_NUMBER float
#define l_floatatt(n) (FLT_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.7g"
#define l_mathop(op) op##f
#define lua_str2number(s,p) strtof((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_LONGDOUBLE /* }{ long double */
#define LUA_NUMBER long double
#define l_floatatt(n) (LDBL_##n)
#define LUAI_UACNUMBER long double
#define LUA_NUMBER_FRMLEN "L"
#define LUA_NUMBER_FMT "%.19Lg"
#define l_mathop(op) op##l
#define lua_str2number(s,p) strtold((s), (p))
#elif LUA_FLOAT_TYPE == LUA_FLOAT_DOUBLE /* }{ double */
#define LUA_NUMBER double
#define l_floatatt(n) (DBL_##n)
#define LUAI_UACNUMBER double
#define LUA_NUMBER_FRMLEN ""
#define LUA_NUMBER_FMT "%.14g"
#define l_mathop(op) op
#define lua_str2number(s,p) strtod((s), (p))
#else /* }{ */
#error "numeric float type not defined"
#endif /* } */
/*
@@ LUA_INTEGER is the integer type used by Lua.
**
@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER.
**
@@ LUAI_UACINT is the result of a 'default argument promotion'
@@ over a LUA_INTEGER.
@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers.
@@ LUA_INTEGER_FMT is the format for writing integers.
@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER.
@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER.
@@ LUA_MAXUNSIGNED is the maximum value for a LUA_UNSIGNED.
@@ LUA_UNSIGNEDBITS is the number of bits in a LUA_UNSIGNED.
@@ lua_integer2str converts an integer to a string.
*/
/* The following definitions are good for most cases here */
#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d"
#define LUAI_UACINT LUA_INTEGER
#define lua_integer2str(s,sz,n) \
l_sprintf((s), sz, LUA_INTEGER_FMT, (LUAI_UACINT)(n))
/*
** use LUAI_UACINT here to avoid problems with promotions (which
** can turn a comparison between unsigneds into a signed comparison)
*/
#define LUA_UNSIGNED unsigned LUAI_UACINT
#define LUA_UNSIGNEDBITS (sizeof(LUA_UNSIGNED) * CHAR_BIT)
/* now the variable definitions */
#if LUA_INT_TYPE == LUA_INT_INT /* { int */
#define LUA_INTEGER int
#define LUA_INTEGER_FRMLEN ""
#define LUA_MAXINTEGER INT_MAX
#define LUA_MININTEGER INT_MIN
#define LUA_MAXUNSIGNED UINT_MAX
#elif LUA_INT_TYPE == LUA_INT_LONG /* }{ long */
#define LUA_INTEGER long
#define LUA_INTEGER_FRMLEN "l"
#define LUA_MAXINTEGER LONG_MAX
#define LUA_MININTEGER LONG_MIN
#define LUA_MAXUNSIGNED ULONG_MAX
#elif LUA_INT_TYPE == LUA_INT_LONGLONG /* }{ long long */
/* use presence of macro LLONG_MAX as proxy for C99 compliance */
#if defined(LLONG_MAX) /* { */
/* use ISO C99 stuff */
#define LUA_INTEGER long long
#define LUA_INTEGER_FRMLEN "ll"
#define LUA_MAXINTEGER LLONG_MAX
#define LUA_MININTEGER LLONG_MIN
#define LUA_MAXUNSIGNED ULLONG_MAX
#elif defined(LUA_USE_WINDOWS) /* }{ */
/* in Windows, can use specific Windows types */
#define LUA_INTEGER __int64
#define LUA_INTEGER_FRMLEN "I64"
#define LUA_MAXINTEGER _I64_MAX
#define LUA_MININTEGER _I64_MIN
#define LUA_MAXUNSIGNED _UI64_MAX
#else /* }{ */
#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \
or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)"
#endif /* } */
#else /* }{ */
#error "numeric integer type not defined"
#endif /* } */
/* }================================================================== */
/*
** {==================================================================
** Dependencies with C99 and other C details
** ===================================================================
*/
/*
@@ l_sprintf is equivalent to 'snprintf' or 'sprintf' in C89.
** (All uses in Lua have only one format item.)
*/
#if !defined(LUA_USE_C89)
#define l_sprintf(s,sz,f,i) snprintf(s,sz,f,i)
#else
#define l_sprintf(s,sz,f,i) ((void)(sz), sprintf(s,f,i))
#endif
/*
@@ lua_strx2number converts a hexadecimal numeral to a number.
** In C99, 'strtod' does that conversion. Otherwise, you can
** leave 'lua_strx2number' undefined and Lua will provide its own
** implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_strx2number(s,p) lua_str2number(s,p)
#endif
/*
@@ lua_pointer2str converts a pointer to a readable string in a
** non-specified way.
*/
#define lua_pointer2str(buff,sz,p) l_sprintf(buff,sz,"%p",p)
/*
@@ lua_number2strx converts a float to a hexadecimal numeral.
** In C99, 'sprintf' (with format specifiers '%a'/'%A') does that.
** Otherwise, you can leave 'lua_number2strx' undefined and Lua will
** provide its own implementation.
*/
#if !defined(LUA_USE_C89)
#define lua_number2strx(L,b,sz,f,n) \
((void)L, l_sprintf(b,sz,f,(LUAI_UACNUMBER)(n)))
#endif
/*
** 'strtof' and 'opf' variants for math functions are not valid in
** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the
** availability of these variants. ('math.h' is already included in
** all files that use these macros.)
*/
#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF))
#undef l_mathop /* variants not available */
#undef lua_str2number
#define l_mathop(op) (lua_Number)op /* no variant */
#define lua_str2number(s,p) ((lua_Number)strtod((s), (p)))
#endif
/*
@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation
** functions. It must be a numerical type; Lua will use 'intptr_t' if
** available, otherwise it will use 'ptrdiff_t' (the nearest thing to
** 'intptr_t' in C89)
*/
#define LUA_KCONTEXT ptrdiff_t
#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \
__STDC_VERSION__ >= 199901L
#include <stdint.h>
#if defined(INTPTR_MAX) /* even in C99 this type is optional */
#undef LUA_KCONTEXT
#define LUA_KCONTEXT intptr_t
#endif
#endif
/*
@@ lua_getlocaledecpoint gets the locale "radix character" (decimal point).
** Change that if you do not want to use C locales. (Code using this
** macro must include the header 'locale.h'.)
*/
#if !defined(lua_getlocaledecpoint)
#define lua_getlocaledecpoint() (localeconv()->decimal_point[0])
#endif
/* }================================================================== */
/*
** {==================================================================
** Language Variations
** =====================================================================
*/
/*
@@ LUA_NOCVTN2S/LUA_NOCVTS2N control how Lua performs some
** coercions. Define LUA_NOCVTN2S to turn off automatic coercion from
** numbers to strings. Define LUA_NOCVTS2N to turn off automatic
** coercion from strings to numbers.
*/
/* #define LUA_NOCVTN2S */
/* #define LUA_NOCVTS2N */
/*
@@ LUA_USE_APICHECK turns on several consistency checks on the C API.
** Define it as a help when debugging C code.
*/
#if defined(LUA_USE_APICHECK)
#include <assert.h>
#define luai_apicheck(l,e) assert(e)
#endif
/* }================================================================== */
/*
** {==================================================================
** Macros that affect the API and must be stable (that is, must be the
** same when you compile Lua and when you compile code that links to
** Lua).
** =====================================================================
*/
/*
@@ LUAI_MAXSTACK limits the size of the Lua stack.
** CHANGE it if you need a different limit. This limit is arbitrary;
** its only purpose is to stop Lua from consuming unlimited stack
** space (and to reserve some numbers for pseudo-indices).
** (It must fit into max(size_t)/32.)
*/
#if LUAI_IS32INT
#define LUAI_MAXSTACK 1000000
#else
#define LUAI_MAXSTACK 15000
#endif
/*
@@ LUA_EXTRASPACE defines the size of a raw memory area associated with
** a Lua state with very fast access.
** CHANGE it if you need a different size.
*/
#define LUA_EXTRASPACE (sizeof(void *))
/*
@@ LUA_IDSIZE gives the maximum size for the description of the source
@@ of a function in debug information.
** CHANGE it if you want a different size.
*/
#define LUA_IDSIZE 60
/*
@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system.
*/
#define LUAL_BUFFERSIZE ((int)(16 * sizeof(void*) * sizeof(lua_Number)))
/*
@@ LUAI_MAXALIGN defines fields that, when used in a union, ensure
** maximum alignment for the other items in that union.
*/
#define LUAI_MAXALIGN lua_Number n; double u; void *s; lua_Integer i; long l
/* }================================================================== */
/* =================================================================== */
/*
** Local configuration. You can use this space to add your redefinitions
** without modifying the main part of the file.
*/
#endif

58
vendor/lua/lualib.h vendored Normal file
View File

@ -0,0 +1,58 @@
/*
** $Id: lualib.h $
** Lua standard libraries
** See Copyright Notice in lua.h
*/
#ifndef lualib_h
#define lualib_h
#include "lua.h"
/* version suffix for environment variable names */
#define LUA_VERSUFFIX "_" LUA_VERSION_MAJOR "_" LUA_VERSION_MINOR
LUAMOD_API int (luaopen_base) (lua_State *L);
#define LUA_COLIBNAME "coroutine"
LUAMOD_API int (luaopen_coroutine) (lua_State *L);
#define LUA_TABLIBNAME "table"
LUAMOD_API int (luaopen_table) (lua_State *L);
#define LUA_IOLIBNAME "io"
LUAMOD_API int (luaopen_io) (lua_State *L);
#define LUA_OSLIBNAME "os"
LUAMOD_API int (luaopen_os) (lua_State *L);
#define LUA_STRLIBNAME "string"
LUAMOD_API int (luaopen_string) (lua_State *L);
#define LUA_UTF8LIBNAME "utf8"
LUAMOD_API int (luaopen_utf8) (lua_State *L);
#define LUA_MATHLIBNAME "math"
LUAMOD_API int (luaopen_math) (lua_State *L);
#define LUA_DBLIBNAME "debug"
LUAMOD_API int (luaopen_debug) (lua_State *L);
#define LUA_LOADLIBNAME "package"
LUAMOD_API int (luaopen_package) (lua_State *L);
/* open all previous libraries */
LUALIB_API void (luaL_openlibs) (lua_State *L);
#if !defined(lua_assert)
#define lua_assert(x) ((void)0)
#endif
#endif