efl/src/lib/elua/Elua.h

346 lines
8.9 KiB
C

/**
* @file Elua.h
* @brief Elua Library
*
* @defgroup Elua Elua
*/
/**
*
* @section intro Elua library
*
* The Elua library was created to ease integration of EFL Lua into other EFL
* libraries or applications. Using the Elua library you can easily create a
* Lua state that is fully set up for running EFL Lua bindings.
*
* You can find the API documentation at @ref Elua
*/
#ifndef _ELUA_H
#define _ELUA_H
#ifdef EAPI
# undef EAPI
#endif
#ifdef _WIN32
# ifdef EFL_ELUA_BUILD
# ifdef DLL_EXPORT
# define EAPI __declspec(dllexport)
# else
# define EAPI
# endif /* ! DLL_EXPORT */
# else
# define EAPI __declspec(dllimport)
# endif /* ! EFL_ELUA_BUILD */
#else
# ifdef __GNUC__
# if __GNUC__ >= 4
# define EAPI __attribute__ ((visibility("default")))
# else
# define EAPI
# endif
# else
# define EAPI
# endif
#endif /* ! _WIN32 */
#ifdef __cplusplus
extern "C" {
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
/**
* @page elua_main Elua library (BETA)
*
* @date 2015 (created)
*
* @section toc Table of Contents
*
* @li @ref elua_main_intro
* @li @ref elua_main_compiling
* @li @ref elua_main_next_steps
*
* @section elua_main_intro Introduction
*
* The Elua library provides all necessary infrastructure required to set up
* a fully functional Lua state able of running Elua scripts. This is provided
* as a library in order to encourage reuse from different libraries and apps.
*
* @section elua_main_compiling How to compile
*
* As Elua is a library, compiling is very simple.
*
* Compiling C or C++ files into object files:
*
* @verbatim
gcc -c -o main.o main.c `pkg-config --cflags elua`
@endverbatim
*
* Linking object files into a binary executable:
*
* @verbatim
gcc -o my_application main.o `pkg-config --libs elua`
@endverbatim
*
* See @ref pkgconfig
*
* @section elua_main_next_steps Next Steps
*
* There is a comperehensive API reference available that should get you up
* and running.
*
* @addtogroup Elua
* @{
*/
#ifdef EFL_BETA_API_SUPPORT
#include <Eina.h>
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
/** Opaque Elua state
*
* @ingroup Elua
*/
typedef struct _Elua_State Elua_State;
/**
* @brief Initialize the Elua library.
*
* This initializes the Elua library for usage. It maintains an internal
* counter so that multiple calls will only increment/decrement correctly.
*
* @see elua_shutdown
*
* @ingroup Elua
*/
EAPI int elua_init(void);
/**
* @brief Shutdown the Elua library.
*
* Depending on the internal initialization counter, this either decrements
* or completely shuts down the Elua library. In any case, call this once for
* each init call.
*
* @see elua_init
*
* @ingroup Elua
*/
EAPI int elua_shutdown(void);
/**
* @brief Create a new Elua state.
*
* This creates a new Elua state. An Elua state is externally opaque, but
* it contains a LuaJIT state as well as some additional information that
* is mostly initialized by other APIs.
*
* @param[in] progname The program name that holds the Elua state. This will
* be used for stuff like error reporting. Typically the same as the binary
* name of the application (argv[0]).
* @return A new Elua state or NULL.
*
* @ingroup Elua
*/
EAPI Elua_State *elua_state_new(const char *progname);
/**
* @brief Retrieve an Elua state from a Lua state.
*
* This doesn't create a new Elua state. Instead it just retrieves an existing
* Elua state given a Lua state. If no Elua state could be found (for example
* when the Lua state was created independently of Elua), this function returns
* NULL.
*
* @param[in] L The Lua state.
* @return An Elua state or NULL.
*
* @ingroup Elua
*/
EAPI Elua_State *elua_state_from_lua_state_get(lua_State *L);
/**
* @brief Destroy an Elua state.
*
* Given an Elua state, this destroys its internal Lua state as well as all
* other data its holding and then frees the Elua state itself.
*
* @param[in] es The Elua state.
*
* @ingroup Elua
*/
EAPI void elua_state_free(Elua_State *es);
/**
* @brief Set the Elua directory paths.
*
* Every Elua state needs three paths - the core script path, the module
* path and the apps path. The core path refers to from where core scripts
* will be loaded (such as the module system), the module path refers to from
* where extra modules will be loaded and the apps path refers to from where
* Elua applications will be loaded (this is not a module path).
*
* If you provide NULL for any path, it will not be set. This allows you to
* split the setting into multiple calls. By the time of state use all need
* to be set.
*
* @param[in] es The Elua state.
* @param[in] core The core path.
* @param[in] mods The modules path.
* @param[in] apps The apps path.
*
* @see elua_state_core_dir_get
* @see elua_state_mod_dir_get
* @see elua_state_apps_dir_get
*
* @ingroup Elua
*/
EAPI void elua_state_dirs_set(Elua_State *es, const char *core,
const char *mods, const char *apps);
/**
* @brief Fill the currently unset Elua dirs.
*
* This checks if any of the three main paths are unset and tries to fill
* them from the environment. It first tries environment variables to fill
* them (ELUA_CORE_DIR, ELUA_MODULES_DIR, ELUA_APPS_DIR) unless the ignore_env
* param is EINA_TRUE. If it is (or if the environment vars weren't set right)
* it uses eina prefix of the library to determine the paths. In that case
* they will expand to DATADIR/core, DATADIR/modules and DATADIR/apps, where
* DATADIR is typically something like /usr/share/elua.
*
* @param[in] es The Elua state.
* @param[in] ignore_env If set to EINA_TRUE, this ignores the env vars.
*
* @ingroup Elua
*/
EAPI void elua_state_dirs_fill(Elua_State *es, Eina_Bool ignore_env);
/**
* @brief Retrieve the Elua core dir.
*
* @param[in] es The Elua state.
* @return The path.
*
* @ingroup Elua
*/
EAPI Eina_Stringshare *elua_state_core_dir_get(const Elua_State *es);
/**
* @brief Retrieve the Elua module dir.
*
* @param[in] es The Elua state.
* @return The path.
*
* @ingroup Elua
*/
EAPI Eina_Stringshare *elua_state_mod_dir_get(const Elua_State *es);
/**
* @brief Retrieve the Elua apps dir.
*
* @param[in] es The Elua state.
* @return The path.
*
* @ingroup Elua
*/
EAPI Eina_Stringshare *elua_state_apps_dir_get(const Elua_State *es);
/**
* @brief Retrieve the prog name set on state creation.
*
* @param[in] es The Elua state.
* @return The name.
*
* @ingroup Elua
*/
EAPI Eina_Stringshare *elua_state_prog_name_get(const Elua_State *es);
/**
* @brief Add another path to look up modules in to the state.
*
* @param[in] es The Elua state.
*
* @ingroup Elua
*/
EAPI void elua_state_include_path_add(Elua_State *es, const char *path);
/**
* @brief Push the Elua "require" function onto the Lua stack.
*
* @param[in] es The Elua state.
* @return EINA_TRUE if the push was successful, EINA_FALSE otherwise.
*
* @ingroup Elua
*/
EAPI Eina_Bool elua_state_require_ref_push(Elua_State *es);
/**
* @brief Push the Elua app loader function onto the Lua stack.
*
* @param[in] es The Elua state.
* @return EINA_TRUE if the push was successful, EINA_FALSE otherwise.
*
* @ingroup Elua
*/
EAPI Eina_Bool elua_state_appload_ref_push(Elua_State *es);
/**
* @brief Retrieve the Lua state from an Elua state.
*
* This function retrieves the Lua state from a valid Elua state. As an
* Elua state is always initialized, this will return a valid state, unless
* the given Elua state is NULL, in which case it will also return NULL.
*
* @param[in] es The Elua state.
* @return The Lua state or NULL.
*
* @ingroup Elua
*/
EAPI lua_State *elua_state_lua_state_get(const Elua_State *es);
/**
* @brief Set up internationalization support for an Elua state.
*
* This function sets up correct i18n for an Elua state. That means loading
* the gettext bindings and making Lua aware of them. This also works when
* i18n support is disabled at compilation time, so you can just call it
* unconditionally.
*
* @param[in] es The Elua state.
* @return EINA_TRUE on success, EINA_FALSE on failure.
*
* @ingroup Elua
*/
EAPI Eina_Bool elua_state_i18n_setup(const Elua_State *es);
EAPI Eina_Bool elua_state_modules_setup(const Elua_State *es);
EAPI Eina_Bool elua_state_io_setup(const Elua_State *es);
EAPI int elua_io_loadfile(const Elua_State *es, const char *fname);
EAPI int elua_util_require(Elua_State *es, const char *libname);
EAPI int elua_util_file_run(Elua_State *es, const char *fname);
EAPI int elua_util_string_run(Elua_State *es, const char *chunk,
const char *chname);
EAPI Eina_Bool elua_util_app_load(Elua_State *es, const char *appname);
EAPI int elua_util_script_run(Elua_State *es, int argc, char **argv, int n,
int *quit);
EAPI int elua_util_error_report(const Elua_State *es, const char *pname,
int status);
#endif
#ifdef __cplusplus
} // extern "C" {
#endif
#endif