awesome/common/luaclass.c
Uli Schlachter 8701295e6c Track the number of objects
With this patch, we track the number of objects that are alive for any class.
This information can be accessed via class.instances()

For example:

  print("wiboxes", wibox.instances())
  print("widgets", widget.instances())

Signed-off-by: Uli Schlachter <psychon@znc.in>
2010-09-17 17:39:41 +02:00

459 lines
14 KiB
C

/*
* luaclass.c - useful functions for handling Lua classes
*
* 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.
*
*/
#include "common/luaclass.h"
#include "common/luaobject.h"
struct lua_class_property
{
/** Name of the property */
const char *name;
/** Callback function called when the property is found in object creation. */
lua_class_propfunc_t new;
/** Callback function called when the property is found in object __index. */
lua_class_propfunc_t index;
/** Callback function called when the property is found in object __newindex. */
lua_class_propfunc_t newindex;
};
DO_ARRAY(lua_class_t *, lua_class, DO_NOTHING)
static lua_class_array_t luaA_classes;
/** Convert a object to a udata if possible.
* \param L The Lua VM state.
* \param ud The index.
* \param class The wanted class.
* \return A pointer to the object, NULL otherwise.
*/
void *
luaA_toudata(lua_State *L, int ud, lua_class_t *class)
{
void *p = lua_touserdata(L, ud);
if(p && lua_getmetatable(L, ud)) /* does it have a metatable? */
{
/* Get the lua_class_t that matches this metatable */
lua_rawget(L, LUA_REGISTRYINDEX);
lua_class_t *metatable_class = lua_touserdata(L, -1);
/* remove lightuserdata (lua_class pointer) */
lua_pop(L, 1);
/* Now, check that the class given in argument is the same as the
* metatable's object, or one of its parent (inheritance) */
for(; metatable_class; metatable_class = metatable_class->parent)
if(metatable_class == class)
return p;
}
return NULL;
}
/** Check for a udata class.
* \param L The Lua VM state.
* \param ud The object index on the stack.
* \param class The wanted class.
*/
void *
luaA_checkudata(lua_State *L, int ud, lua_class_t *class)
{
void *p = luaA_toudata(L, ud, class);
if(!p)
luaL_typerror(L, ud, class->name);
else if(class->checker && !class->checker(p))
luaL_error(L, "invalid object");
return p;
}
/** Get an object lua_class.
* \param L The Lua VM state.
* \param idx The index of the object on the stack.
*/
lua_class_t *
luaA_class_get(lua_State *L, int idx)
{
int type = lua_type(L, idx);
if(type == LUA_TUSERDATA && lua_getmetatable(L, idx))
{
/* Use the metatable has key to get the class from registry */
lua_rawget(L, LUA_REGISTRYINDEX);
lua_class_t *class = lua_touserdata(L, -1);
lua_pop(L, 1);
return class;
}
return NULL;
}
/** Enhanced version of lua_typename that recognizes setup Lua classes.
* \param L The Lua VM state.
* \param idx The index of the object on the stack.
*/
const char *
luaA_typename(lua_State *L, int idx)
{
int type = lua_type(L, idx);
if(type == LUA_TUSERDATA)
{
lua_class_t *lua_class = luaA_class_get(L, idx);
if(lua_class)
return lua_class->name;
}
return lua_typename(L, type);
}
void
luaA_openlib(lua_State *L, const char *name,
const struct luaL_reg methods[],
const struct luaL_reg meta[])
{
luaL_newmetatable(L, name); /* 1 */
lua_pushvalue(L, -1); /* dup metatable 2 */
lua_setfield(L, -2, "__index"); /* metatable.__index = metatable 1 */
luaL_register(L, NULL, meta); /* 1 */
luaL_register(L, name, methods); /* 2 */
lua_pushvalue(L, -1); /* dup self as metatable 3 */
lua_setmetatable(L, -2); /* set self as metatable 2 */
lua_pop(L, 2);
}
static int
lua_class_property_cmp(const void *a, const void *b)
{
const lua_class_property_t *x = a, *y = b;
return a_strcmp(x->name, y->name);
}
BARRAY_FUNCS(lua_class_property_t, lua_class_property, DO_NOTHING, lua_class_property_cmp)
void
luaA_class_add_property(lua_class_t *lua_class,
const char *name,
lua_class_propfunc_t cb_new,
lua_class_propfunc_t cb_index,
lua_class_propfunc_t cb_newindex)
{
lua_class_property_array_insert(&lua_class->properties, (lua_class_property_t)
{
.name = name,
.new = cb_new,
.index = cb_index,
.newindex = cb_newindex
});
}
/** Garbage collect a Lua object.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_class_gc(lua_State *L)
{
lua_object_t *item = lua_touserdata(L, 1);
signal_array_wipe(&item->signals);
/* Get the object class */
lua_class_t *class = luaA_class_get(L, 1);
class->instances--;
/* Call the collector function of the class, and all its parent classes */
for(; class; class = class->parent)
if(class->collector)
class->collector(item);
return 0;
}
/** Setup a new Lua class.
* \param L The Lua VM state.
* \param name The class name.
* \param parent The parent class (inheritance).
* \param allocator The allocator function used when creating a new object.
* \param Collector The collector function used when garbage collecting an
* object.
* \param checker The check function to call when using luaA_checkudata().
* \param index_miss_property Function to call when an object of this class
* receive a __index request on an unknown property.
* \param newindex_miss_property Function to call when an object of this class
* receive a __newindex request on an unknown property.
* \param methods The methods to set on the class table.
* \param meta The meta-methods to set on the class objects.
*/
void
luaA_class_setup(lua_State *L, lua_class_t *class,
const char *name,
lua_class_t *parent,
lua_class_allocator_t allocator,
lua_class_collector_t collector,
lua_class_checker_t checker,
lua_class_propfunc_t index_miss_property,
lua_class_propfunc_t newindex_miss_property,
const struct luaL_reg methods[],
const struct luaL_reg meta[])
{
/* Create the object metatable */
lua_newtable(L);
/* Register it with class pointer as key in the registry
* class-pointer -> metatable */
lua_pushlightuserdata(L, class);
/* Duplicate the object metatable */
lua_pushvalue(L, -2);
lua_rawset(L, LUA_REGISTRYINDEX);
/* Now register class pointer with metatable as key in the registry
* metatable -> class-pointer */
lua_pushvalue(L, -1);
lua_pushlightuserdata(L, class);
lua_rawset(L, LUA_REGISTRYINDEX);
/* Duplicate objects metatable */
lua_pushvalue(L, -1);
/* Set garbage collector in the metatable */
lua_pushcfunction(L, luaA_class_gc);
lua_setfield(L, -2, "__gc");
lua_setfield(L, -2, "__index"); /* metatable.__index = metatable 1 */
luaL_register(L, NULL, meta); /* 1 */
luaL_register(L, name, methods); /* 2 */
lua_pushvalue(L, -1); /* dup self as metatable 3 */
lua_setmetatable(L, -2); /* set self as metatable 2 */
lua_pop(L, 2);
class->collector = collector;
class->allocator = allocator;
class->name = name;
class->index_miss_property = index_miss_property;
class->newindex_miss_property = newindex_miss_property;
class->checker = checker;
class->parent = parent;
class->instances = 0;
signal_add(&class->signals, "new");
/** @todo This is ugly :/ */
/* Copy all signals from the parent */
if (parent)
foreach(sig, parent->signals)
{
signal_t s = { .id = sig->id };
signal_array_insert(&class->signals, s);
}
lua_class_array_append(&luaA_classes, class);
}
void
luaA_class_connect_signal(lua_State *L, lua_class_t *lua_class, const char *name, lua_CFunction fn)
{
lua_pushcfunction(L, fn);
luaA_class_connect_signal_from_stack(L, lua_class, name, -1);
}
void
luaA_class_connect_signal_from_stack(lua_State *L, lua_class_t *lua_class,
const char *name, int ud)
{
luaA_checkfunction(L, ud);
signal_connect(&lua_class->signals, name, luaA_object_ref(L, ud));
}
void
luaA_class_disconnect_signal_from_stack(lua_State *L, lua_class_t *lua_class,
const char *name, int ud)
{
luaA_checkfunction(L, ud);
void *ref = (void *) lua_topointer(L, ud);
signal_disconnect(&lua_class->signals, name, ref);
luaA_object_unref(L, (void *) ref);
lua_remove(L, ud);
}
void
luaA_class_emit_signal(lua_State *L, lua_class_t *lua_class,
const char *name, int nargs)
{
signal_object_emit(L, &lua_class->signals, name, nargs);
}
/** Try to use the metatable of an object.
* \param L The Lua VM state.
* \param idxobj The index of the object.
* \param idxfield The index of the field (attribute) to get.
* \return The number of element pushed on stack.
*/
int
luaA_usemetatable(lua_State *L, int idxobj, int idxfield)
{
lua_class_t *class = luaA_class_get(L, idxobj);
for(; class; class = class->parent)
{
/* Push the class */
lua_pushlightuserdata(L, class);
/* Get its metatable from registry */
lua_rawget(L, LUA_REGISTRYINDEX);
/* Push the field */
lua_pushvalue(L, idxfield);
/* Get the field in the metatable */
lua_rawget(L, -2);
/* Do we have a field like that? */
if(!lua_isnil(L, -1))
{
/* Yes, so remove the metatable and return it! */
lua_remove(L, -2);
return 1;
}
/* No, so remove the metatable and its value */
lua_pop(L, 2);
}
return 0;
}
static lua_class_property_t *
lua_class_property_array_getbyname(lua_class_property_array_t *arr,
const char *name)
{
lua_class_property_t lookup_prop = { .name = name };
return lua_class_property_array_lookup(arr, &lookup_prop);
}
/** Get a property of a object.
* \param L The Lua VM state.
* \param lua_class The Lua class.
* \param fieldidx The index of the field name.
* \return The object property if found, NULL otherwise.
*/
static lua_class_property_t *
luaA_class_property_get(lua_State *L, lua_class_t *lua_class, int fieldidx)
{
/* Lookup the property using token */
const char *attr = luaL_checkstring(L, fieldidx);
/* Look for the property in the class; if not found, go in the parent class. */
for(; lua_class; lua_class = lua_class->parent)
{
lua_class_property_t *prop =
lua_class_property_array_getbyname(&lua_class->properties, attr);
if(prop)
return prop;
}
return NULL;
}
/** Generic index meta function for objects.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
int
luaA_class_index(lua_State *L)
{
/* Try to use metatable first. */
if(luaA_usemetatable(L, 1, 2))
return 1;
lua_class_t *class = luaA_class_get(L, 1);
lua_class_property_t *prop = luaA_class_property_get(L, class, 2);
/* Property does exist and has an index callback */
if(prop)
{
if(prop->index)
return prop->index(L, luaA_checkudata(L, 1, class));
}
else
{
if(class->index_miss_property)
return class->index_miss_property(L, luaA_checkudata(L, 1, class));
}
return 0;
}
/** Generic newindex meta function for objects.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
int
luaA_class_newindex(lua_State *L)
{
/* Try to use metatable first. */
if(luaA_usemetatable(L, 1, 2))
return 1;
lua_class_t *class = luaA_class_get(L, 1);
lua_class_property_t *prop = luaA_class_property_get(L, class, 2);
/* Property does exist and has a newindex callback */
if(prop)
{
if(prop->newindex)
return prop->newindex(L, luaA_checkudata(L, 1, class));
}
else
{
if(class->newindex_miss_property)
return class->newindex_miss_property(L, luaA_checkudata(L, 1, class));
}
return 0;
}
/** Generic constructor function for objects.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
int
luaA_class_new(lua_State *L, lua_class_t *lua_class)
{
/* Check we have a table that should contains some properties */
luaA_checktable(L, 2);
/* Create a new object */
void *object = lua_class->allocator(L);
/* Push the first key before iterating */
lua_pushnil(L);
/* Iterate over the property keys */
while(lua_next(L, 2))
{
/* Check that the key is a string.
* We cannot call tostring blindly or Lua will convert a key that is a
* number TO A STRING, confusing lua_next() */
if(lua_isstring(L, -2))
{
lua_class_property_t *prop = luaA_class_property_get(L, lua_class, -2);
if(prop && prop->new)
prop->new(L, object);
}
/* Remove value */
lua_pop(L, 1);
}
return 1;
}
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