efl/src/lib/elua/Elua.h

469 lines
13 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_BUILD
# ifdef DLL_EXPORT
# define EAPI __declspec(dllexport)
# else
# define EAPI
# endif
# else
# define EAPI __declspec(dllimport)
# endif
#else
# ifdef __GNUC__
# if __GNUC__ >= 4
# define EAPI __attribute__ ((visibility("default")))
# else
# define EAPI
# endif
# else
# define EAPI
# endif
#endif
#ifdef __cplusplus
extern "C" {
#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.
*
* Also, all the paths will be sanitized before setting by calling
* @ref eina_file_path_sanitize on them.
*
* @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.
*
* Also, all the paths will be sanitized before setting by calling
* @ref eina_file_path_sanitize on them.
*
* @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.
*
* The path will be sanitized using @ref eina_file_path_sanitize.
*
* @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 the Elua state.
*
* This API function sets up 3 things, module system, i18n and I/O. After that
* it requires all modules not yet required (i.e. those queued in before the
* state was fully initialized).
*
* 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.
*
* This also loads the Elua module system and makes Lua aware of it. It also
* registers the Elua C utility library module.
*
* Finally, Elua provides its own loadfile based around mmap to replace the
* less efficient Lua version. This function takes care of the setup.
*
* @param[in] es The Elua state.
* @return EINA_TRUE on success, EINA_FALSE on failure.
*
* @ingroup Elua
*/
EAPI Eina_Bool elua_state_setup(Elua_State *es);
/**
* @brief Loads a file using Elua's own mmap-based IO.
*
* This function behaves identically to luaL_loadfile when it comes to
* semantics. The loaded file remains on the Lua stack. If the input
* state is NULL, the return value is -1 and nothing is left on the stack.
* On any different error, the error object is left on the stack and this
* returns a value larger than zero (LUA_ERR*). On success, zero is returned.
*
* @param[in] es The Elua state.
* @param[in] fname The file name.
* @return 0 for no errors, a non-zero value for errors (-1 for NULL es).
*
* @ingroup Elua
*/
EAPI int elua_io_loadfile(const Elua_State *es, const char *fname);
/**
* @brief Requires a module.
*
* Requires a Lua module. Leaves the Lua stack clean.
*
* @param[in] es The Elua state.
* @param[in] libname The library name.
* @return EINA_TRUE on success, EINA_FALSE on failure.
*
* @ingroup Elua
*/
EAPI Eina_Bool elua_util_require(Elua_State *es, const char *libname);
/**
* @brief Runs a file.
*
* Runs a file. Uses the Elua mmapped file IO to load the file.
*
* @param[in] es The Elua state.
* @param[in] fname The file name.
* @return EINA_TRUE on success, EINA_FALSE on failure.
*
* @ingroup Elua
*/
EAPI Eina_Bool elua_util_file_run(Elua_State *es, const char *fname);
/**
* @brief Runs a string.
*
* Runs a string.
*
* @param[in] es The Elua state.
* @param[in] chunk The string to run.
* @param[in] chname The chunk name to use for traceback/debug.
* @return EINA_TRUE on success, EINA_FALSE on failure.
*
* @ingroup Elua
*/
EAPI Eina_Bool elua_util_string_run(Elua_State *es, const char *chunk,
const char *chname);
/**
* @brief Loads an application.
*
* This loads an app, respecting the app path set on state initialization.
* Actually runs the app. If the input state is NULL, the return value is -1
* nd nothing is left on the stack. On any different error, the error object
* is left on the stack and this returns 1. On success, zero is returned
* (and the return value from the app is left on the stack).
*
* @param[in] es The Elua state.
* @param[in] appname The application name.
* @return 0 for no errors, 1 on errors, -1 on null input.
*
* @ingroup Elua
*/
EAPI int elua_util_app_load(Elua_State *es, const char *appname);
/**
* @brief Runs a script.
*
* This is a more complicated function that runs a script. It's a combination
* of the previously mentioned util functions. It takes argc and argv, which
* are typically given to the program, and an index of the first positional
* arg in argv (i.e. not options). The value on this index is then used as
* the potential name.
*
* If this name is either a dash or empty, the script is loaded from stdin.
* If it's a value and a file with this name exists, the script is loaded from
* the file. Otherwise, the name is treated to be an application name, and
* is loaded from the application path.
*
* If all succeeds, this is then run, and a quit value is written into the
* quit arg; if it's true (1), it means the app wants to exit immediately.
* If it's false (0), it means the app likely wants to execute a main loop.
*
* @param[in] es The Elua state.
* @param[in] argc The argument count.
* @param[in] argv The arguments.
* @param[in] n The index of the first positional argt.
* @param[out] quit Whether to quit or run a main loop.
* @return EINA_TRUE on success, EINA_FALSE on failure.
*
* @ingroup Elua
*/
EAPI Eina_Bool elua_util_script_run(Elua_State *es, int argc, char **argv,
int n, int *quit);
/**
* @brief Reports an error using Eina logging.
*
* If the given status is 0, this function just returns it. Otherwise, it takes
* the topmost item on the Lua stack, converts it to string (if it cannot be
* converted, a "(non-string error)" placeholder is used) and logs it out
* as an error, together with the program name set on Elua state init.
*
* @param[in] es The Elua state.
* @param[in] status The status code.
* @return The status code.
*
* @ingroup Elua
*/
EAPI int elua_util_error_report(const Elua_State *es, int status);
#endif
#ifdef __cplusplus
} // extern "C" {
#endif
#undef EAPI
#define EAPI
#endif