/** * @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 /** * @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 #include #include #include /** 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