awesome/common/luaobject.h
Uli Schlachter 9566defa93 C: Add a .data table to all C objects
This table is "just a normal Lua table". Lua code can use it in whatever
way it wants to store things related to a given C object.

An object (userdata) already references a "plain Lua table" via
lua_setuservalue() / lua_setfenv(). This is used to keep a reference to
signal functions that are connected to an object. The signal code only
uses lightuserdata keys in this table. This commit adds an entry with
key "data" to this table which just references another table. This is
the table that is made available as .data.

Via this .data property, Lua code can add own properties to C objects
without having to use, for example, weak tables. The weak tables have
the downside that they produce a leak if the value references the key.
The new .data property does not have any such problem (no weak
references are involved).

This new data property is not documented, because I'd have to touch lots
of files and I'm lazy.

Signed-off-by: Uli Schlachter <psychon@znc.in>
2016-09-30 11:07:55 +02:00

219 lines
7.5 KiB
C

/*
* luaobject.h - useful functions for handling Lua objects
*
* Copyright © 2009 Julien Danjou <julien@danjou.info>
*
* 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.
*
*/
#ifndef AWESOME_COMMON_LUAOBJECT
#define AWESOME_COMMON_LUAOBJECT
#include "common/luaclass.h"
#include "luaa.h"
#define LUAA_OBJECT_REGISTRY_KEY "awesome.object.registry"
int luaA_settype(lua_State *, lua_class_t *);
void luaA_object_setup(lua_State *);
void * luaA_object_incref(lua_State *, int, int);
void luaA_object_decref(lua_State *, int, const void *);
/** Store an item in the environment table of an object.
* \param L The Lua VM state.
* \param ud The index of the object on the stack.
* \param iud The index of the item on the stack.
* \return The item reference.
*/
static inline void *
luaA_object_ref_item(lua_State *L, int ud, int iud)
{
/* Get the env table from the object */
luaA_getuservalue(L, ud);
void *pointer = luaA_object_incref(L, -1, iud < 0 ? iud - 1 : iud);
/* Remove env table */
lua_pop(L, 1);
return pointer;
}
/** Unref an item from the environment table of an object.
* \param L The Lua VM state.
* \param ud The index of the object on the stack.
* \param ref item.
*/
static inline void
luaA_object_unref_item(lua_State *L, int ud, void *pointer)
{
/* Get the env table from the object */
luaA_getuservalue(L, ud);
/* Decrement */
luaA_object_decref(L, -1, pointer);
/* Remove env table */
lua_pop(L, 1);
}
/** Push an object item on the stack.
* \param L The Lua VM state.
* \param ud The object index on the stack.
* \param pointer The item pointer.
* \return The number of element pushed on stack.
*/
static inline int
luaA_object_push_item(lua_State *L, int ud, const void *pointer)
{
/* Get env table of the object */
luaA_getuservalue(L, ud);
/* Push key */
lua_pushlightuserdata(L, (void *) pointer);
/* Get env.pointer */
lua_rawget(L, -2);
/* Remove env table */
lua_remove(L, -2);
return 1;
}
static inline void
luaA_object_registry_push(lua_State *L)
{
lua_pushliteral(L, LUAA_OBJECT_REGISTRY_KEY);
lua_rawget(L, LUA_REGISTRYINDEX);
}
/** Reference an object and return a pointer to it.
* That only works with userdata, table, thread or function.
* \param L The Lua VM state.
* \param oud The object index on the stack.
* \return The object reference, or NULL if not referenceable.
*/
static inline void *
luaA_object_ref(lua_State *L, int oud)
{
luaA_object_registry_push(L);
void *p = luaA_object_incref(L, -1, oud < 0 ? oud - 1 : oud);
lua_pop(L, 1);
return p;
}
/** Reference an object and return a pointer to it checking its type.
* That only works with userdata.
* \param L The Lua VM state.
* \param oud The object index on the stack.
* \param class The class of object expected
* \return The object reference, or NULL if not referenceable.
*/
static inline void *
luaA_object_ref_class(lua_State *L, int oud, lua_class_t *class)
{
luaA_checkudata(L, oud, class);
return luaA_object_ref(L, oud);
}
/** Unreference an object and return a pointer to it.
* That only works with userdata, table, thread or function.
* \param L The Lua VM state.
* \param oud The object index on the stack.
*/
static inline void
luaA_object_unref(lua_State *L, const void *pointer)
{
luaA_object_registry_push(L);
luaA_object_decref(L, -1, pointer);
lua_pop(L, 1);
}
/** Push a referenced object onto the stack.
* \param L The Lua VM state.
* \param pointer The object to push.
* \return The number of element pushed on stack.
*/
static inline int
luaA_object_push(lua_State *L, const void *pointer)
{
luaA_object_registry_push(L);
lua_pushlightuserdata(L, (void *) pointer);
lua_rawget(L, -2);
lua_remove(L, -2);
return 1;
}
void signal_object_emit(lua_State *, signal_array_t *, const char *, int);
void luaA_object_connect_signal(lua_State *, int, const char *, lua_CFunction);
void luaA_object_disconnect_signal(lua_State *, int, const char *, lua_CFunction);
void luaA_object_connect_signal_from_stack(lua_State *, int, const char *, int);
void luaA_object_disconnect_signal_from_stack(lua_State *, int, const char *, int);
void luaA_object_emit_signal(lua_State *, int, const char *, int);
int luaA_object_connect_signal_simple(lua_State *);
int luaA_object_disconnect_signal_simple(lua_State *);
int luaA_object_emit_signal_simple(lua_State *);
#define LUA_OBJECT_FUNCS(lua_class, type, prefix) \
LUA_CLASS_FUNCS(prefix, lua_class) \
static inline type * \
prefix##_new(lua_State *L) \
{ \
type *p = lua_newuserdata(L, sizeof(type)); \
p_clear(p, 1); \
(lua_class).instances++; \
luaA_settype(L, &(lua_class)); \
lua_newtable(L); \
lua_newtable(L); \
lua_setmetatable(L, -2); \
lua_newtable(L); \
lua_setfield(L, -2, "data"); \
luaA_setuservalue(L, -2); \
lua_pushvalue(L, -1); \
luaA_class_emit_signal(L, &(lua_class), "new", 1); \
return p; \
}
#define OBJECT_EXPORT_PROPERTY(pfx, type, field) \
fieldtypeof(type, field) \
pfx##_get_##field(type *object) \
{ \
return object->field; \
}
#define LUA_OBJECT_EXPORT_PROPERTY(pfx, type, field, pusher) \
static int \
luaA_##pfx##_get_##field(lua_State *L, type *object) \
{ \
pusher(L, object->field); \
return 1; \
}
#define LUA_OBJECT_EXPORT_OPTIONAL_PROPERTY(pfx, type, field, pusher, empty_value) \
static int \
luaA_##pfx##_get_##field(lua_State *L, type *object) \
{ \
if (object->field == empty_value) \
return 0; \
pusher(L, object->field); \
return 1; \
}
int luaA_object_tostring(lua_State *);
#define LUA_OBJECT_META(prefix) \
{ "__tostring", luaA_object_tostring }, \
{ "connect_signal", luaA_object_connect_signal_simple }, \
{ "disconnect_signal", luaA_object_disconnect_signal_simple }, \
{ "emit_signal", luaA_object_emit_signal_simple },
#endif
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