/***********************************************************************
	filename: CEGUILua.cpp
	created:  16/3/2005
	author:   Tomas Lindquist Olsen

	purpose:  Implementation for LuaScriptModule class
*************************************************************************/
/***************************************************************************
 *   Copyright (C) 2004 - 2008 Paul D Turner & The CEGUI Development Team
 *
 *   Permission is hereby granted, free of charge, to any person obtaining
 *   a copy of this software and associated documentation files (the
 *   "Software"), to deal in the Software without restriction, including
 *   without limitation the rights to use, copy, modify, merge, publish,
 *   distribute, sublicense, and/or sell copies of the Software, and to
 *   permit persons to whom the Software is furnished to do so, subject to
 *   the following conditions:
 *
 *   The above copyright notice and this permission notice shall be
 *   included in all copies or substantial portions of the Software.
 *
 *   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 *   EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 *   MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 *   IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
 *   OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 *   ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 *   OTHER DEALINGS IN THE SOFTWARE.
 ***************************************************************************/
#include "CEGUI.h"
#include "CEGUIConfig.h"
#include "CEGUIPropertyHelper.h"
#include "CEGUILua.h"
#include "CEGUILuaFunctor.h"
#include <vector>

// include Lua libs and tolua++
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}

#include "tolua/tolua++.h"

// prototype for bindings initialisation function
int tolua_CEGUI_open(lua_State* tolua_S);


// Start of CEGUI namespace section
namespace CEGUI
{

/*************************************************************************
	Constructor (creates Lua state)
*************************************************************************/
LuaScriptModule::LuaScriptModule() :
    d_errFuncIndex(LUA_NOREF)
{
    #if LUA_VERSION_NUM >= 501
        static const luaL_Reg lualibs[] = {
            {"", luaopen_base},
            {LUA_LOADLIBNAME, luaopen_package},
            {LUA_TABLIBNAME, luaopen_table},
            {LUA_IOLIBNAME, luaopen_io},
            {LUA_OSLIBNAME, luaopen_os},
            {LUA_STRLIBNAME, luaopen_string},
            {LUA_MATHLIBNAME, luaopen_math},
        #if defined(DEBUG) || defined (_DEBUG)
                {LUA_DBLIBNAME, luaopen_debug},
        #endif
            {0, 0}
        };
    #endif /* LUA_VERSION_NUM >= 501 */

    // create a lua state
    d_ownsState = true;
    d_state = lua_open();

    // init all standard libraries
    #if LUA_VERSION_NUM >= 501
            const luaL_Reg *lib = lualibs;
            for (; lib->func; lib++)
            {
                lua_pushcfunction(d_state, lib->func);
                lua_pushstring(d_state, lib->name);
                lua_call(d_state, 1, 0);
            }
    #else /* LUA_VERSION_NUM >= 501 */
        luaopen_base(d_state);
        luaopen_io(d_state);
        luaopen_string(d_state);
        luaopen_table(d_state);
        luaopen_math(d_state);
        #if defined(DEBUG) || defined (_DEBUG)
            luaopen_debug(d_state);
        #endif
    #endif /* LUA_VERSION_NUM >= 501 */

    setModuleIdentifierString();
}


/*************************************************************************
	Constructor (uses given Lua state)
*************************************************************************/
LuaScriptModule::LuaScriptModule(lua_State* state)
{
	// just use the given state
	d_ownsState = false;
	d_state = state;

	setModuleIdentifierString();
}


/*************************************************************************
	Destructor
*************************************************************************/
LuaScriptModule::~LuaScriptModule()
{
    if (d_state)
    {
        unrefErrorFunc();

        if (d_ownsState)
            lua_close( d_state );
    }
}


/*************************************************************************
	Execute script file
*************************************************************************/
void LuaScriptModule::executeScriptFile(const String& filename,
    const String& resourceGroup)
{
    int top = lua_gettop(d_state);

    executeScriptFile_impl(filename, resourceGroup,
                           initErrorHandlerFunc(),
                           top);

    cleanupErrorHandlerFunc();
}


/*************************************************************************
	Execute global script function
*************************************************************************/
int	LuaScriptModule::executeScriptGlobal(const String& function_name)
{
    int top = lua_gettop(d_state);
    int r = executeScriptGlobal_impl(function_name, initErrorHandlerFunc(), top);
    cleanupErrorHandlerFunc();

    return r;
}


/*************************************************************************
	Execute scripted event handler
*************************************************************************/
bool LuaScriptModule::executeScriptedEventHandler(const String& handler_name,
    const EventArgs& e)
{
    int top = lua_gettop(d_state);
    bool r = executeScriptedEventHandler_impl(handler_name, e,
                                              initErrorHandlerFunc(), top);
    cleanupErrorHandlerFunc();

    return r;
}


/*************************************************************************
	Execute script code string
*************************************************************************/
void LuaScriptModule::executeString(const String& str)
{
    int top = lua_gettop(d_state);

    executeString_impl(str, initErrorHandlerFunc(), top);
    cleanupErrorHandlerFunc();
}


/*************************************************************************
	Create Lua bindings
*************************************************************************/
void LuaScriptModule::createBindings(void)
{
	CEGUI::Logger::getSingleton().logEvent( "---- Creating Lua bindings ----" );
	// init CEGUI module
	tolua_CEGUI_open(d_state);
}


/*************************************************************************
	Destroy Lua bindings
*************************************************************************/
void LuaScriptModule::destroyBindings(void)
{
	CEGUI::Logger::getSingleton().logEvent( "---- Destroying Lua bindings ----" );
	// is this ok ?
	lua_pushnil(d_state);
	lua_setglobal(d_state,"CEGUI");
}


/*************************************************************************
	Set the ID string for the module
*************************************************************************/
void LuaScriptModule::setModuleIdentifierString()
{
    // set ID string
    d_identifierString = "CEGUI::LuaScriptModule - Official Lua based scripting module for CEGUI";
	d_language = "Lua";
}


/*************************************************************************
	Subscribe to a scripted event handler
*************************************************************************/
Event::Connection LuaScriptModule::subscribeEvent(EventSet* target,
    const String& event_name, const String& subscriber_name)
{
    const String& err_str = getActivePCallErrorHandlerString();
    const int err_ref     = getActivePCallErrorHandlerReference();

    // do the real subscription
    LuaFunctor functor((err_ref == LUA_NOREF) ?
                LuaFunctor(d_state, subscriber_name, LUA_NOREF, err_str) :
                LuaFunctor(d_state, subscriber_name, LUA_NOREF, err_ref));
    Event::Connection con =
        target->subscribeEvent(event_name, Event::Subscriber(functor));

    // make sure we don't release the reference we just made when 'functor' is
    // destroyed as it goes out of scope.
    functor.index = LUA_NOREF;
    functor.d_errFuncIndex = LUA_NOREF;

    // return the event connection
    return con;
}


/*************************************************************************
	Subscribe to a scripted event handler
*************************************************************************/
Event::Connection LuaScriptModule::subscribeEvent(EventSet* target,
    const String& event_name, Event::Group group, const String& subscriber_name)
{
    const String& err_str = getActivePCallErrorHandlerString();
    const int err_ref     = getActivePCallErrorHandlerReference();

    // do the real subscription
    LuaFunctor functor((err_ref == LUA_NOREF) ?
                LuaFunctor(d_state, subscriber_name, LUA_NOREF, err_str) :
                LuaFunctor(d_state, subscriber_name, LUA_NOREF, err_ref));
    Event::Connection con =
        target->subscribeEvent(event_name, group, Event::Subscriber(functor));

    // make sure we don't release the reference we just made when 'functor' is
    // destroyed as it goes out of scope.
    functor.index = LUA_NOREF;
    functor.d_errFuncIndex = LUA_NOREF;

    // return the event connection
    return con;
}

//----------------------------------------------------------------------------//
void LuaScriptModule::setDefaultPCallErrorHandler(
    const String& error_handler_function)
{
    unrefErrorFunc();

    d_errFuncName = error_handler_function;
    d_errFuncIndex = LUA_NOREF;
}

//----------------------------------------------------------------------------//
void LuaScriptModule::setDefaultPCallErrorHandler(int function_reference)
{
    unrefErrorFunc();

    d_errFuncIndex = function_reference;
    d_errFuncName.clear();
}

//----------------------------------------------------------------------------//
const String& LuaScriptModule::getActivePCallErrorHandlerString() const
{
    if ((d_activeErrFuncIndex == LUA_NOREF) && d_activeErrFuncName.empty())
        return d_errFuncName;
    else
        return d_activeErrFuncName;
}

//----------------------------------------------------------------------------//
int LuaScriptModule::getActivePCallErrorHandlerReference() const
{
    if ((d_activeErrFuncIndex == LUA_NOREF) && d_activeErrFuncName.empty())
        return d_errFuncIndex;
    else
        return d_activeErrFuncIndex;
}

//----------------------------------------------------------------------------//
int LuaScriptModule::initErrorHandlerFunc()
{
    d_activeErrFuncName = d_errFuncName;

    // should we create a registry reference for named function
    if ((d_errFuncIndex == LUA_NOREF) && !d_errFuncName.empty())
    {
        int top = lua_gettop(d_state);

        LuaFunctor::pushNamedFunction(d_state, d_errFuncName);
        // reference function
        d_errFuncIndex = luaL_ref(d_state, LUA_REGISTRYINDEX);

        lua_settop(d_state, top);
    }

    // init handler via function index in registry
    return initErrorHandlerFunc(d_errFuncIndex);
}

//----------------------------------------------------------------------------//
int LuaScriptModule::initErrorHandlerFunc(const String func_name)
{
    d_activeErrFuncName = func_name;

    // string has some text in it?
    if (!func_name.empty())
    {
        LuaFunctor::pushNamedFunction(d_state, func_name);
        return lua_gettop(d_state);
    }

    // use no error handler function.
    return 0;
}

//----------------------------------------------------------------------------//
int LuaScriptModule::initErrorHandlerFunc(int func)
{
    d_activeErrFuncIndex = func;

    // check if we have a valid registry index for the error handler function
    if (func != LUA_NOREF)
    {
        lua_rawgeti(d_state, LUA_REGISTRYINDEX, func);
        return lua_gettop(d_state);
    }

    // use no error handler function.
    return 0;
}

//----------------------------------------------------------------------------//
void LuaScriptModule::cleanupErrorHandlerFunc()
{
    d_activeErrFuncIndex = LUA_NOREF;
    d_activeErrFuncName.clear();
}

//----------------------------------------------------------------------------//
void LuaScriptModule::unrefErrorFunc()
{
    if ((d_errFuncIndex != LUA_NOREF) && !d_errFuncName.empty())
    {
        luaL_unref(d_state, LUA_REGISTRYINDEX, d_errFuncIndex);
        d_errFuncIndex = LUA_NOREF;
    }
}

//----------------------------------------------------------------------------//
void LuaScriptModule::executeScriptFile(const String& filename,
    const String& resourceGroup, const String& error_handler)
{
    int top = lua_gettop(d_state);

    executeScriptFile_impl(filename, resourceGroup,
                           initErrorHandlerFunc(error_handler),
                           top);
    cleanupErrorHandlerFunc();
}

//----------------------------------------------------------------------------//
void LuaScriptModule::executeScriptFile(const String& filename,
    const String& resourceGroup, const int error_handler)
{
    int top = lua_gettop(d_state);

    executeScriptFile_impl(filename, resourceGroup,
                           initErrorHandlerFunc(error_handler),
                           top);
    cleanupErrorHandlerFunc();
}

//----------------------------------------------------------------------------//
int LuaScriptModule::executeScriptGlobal(const String& function_name,
    const String& error_handler)
{
    int top = lua_gettop(d_state);
    int r = executeScriptGlobal_impl(function_name,
                                     initErrorHandlerFunc(error_handler),
                                     top);
    cleanupErrorHandlerFunc();

    return r;
}

//----------------------------------------------------------------------------//
int LuaScriptModule::executeScriptGlobal(const String& function_name,
    const int error_handler)
{
    int top = lua_gettop(d_state);
    int r = executeScriptGlobal_impl(function_name,
                                     initErrorHandlerFunc(error_handler),
                                     top);
    cleanupErrorHandlerFunc();

    return r;
}

//----------------------------------------------------------------------------//
bool LuaScriptModule::executeScriptedEventHandler(const String& handler_name,
    const EventArgs& e, const String& error_handler)
{
    int top = lua_gettop(d_state);

    bool r =executeScriptedEventHandler_impl(handler_name, e,
                                             initErrorHandlerFunc(error_handler),
                                             top);
    cleanupErrorHandlerFunc();

    return r;
}

//----------------------------------------------------------------------------//
bool LuaScriptModule::executeScriptedEventHandler(const String& handler_name,
    const EventArgs& e, const int error_handler)
{
    int top = lua_gettop(d_state);
    bool r = executeScriptedEventHandler_impl(handler_name, e,
                                              initErrorHandlerFunc(error_handler),
                                              top);
    cleanupErrorHandlerFunc();

    return r;
}

//----------------------------------------------------------------------------//
void LuaScriptModule::executeString(const String& str,
    const String& error_handler)
{
    int top = lua_gettop(d_state);

    executeString_impl(str, initErrorHandlerFunc(error_handler), top);
    cleanupErrorHandlerFunc();
}

//----------------------------------------------------------------------------//
void LuaScriptModule::executeString(const String& str, const int error_handler)
{
    int top = lua_gettop(d_state);

    executeString_impl(str, initErrorHandlerFunc(error_handler), top);
    cleanupErrorHandlerFunc();
}

//----------------------------------------------------------------------------//
Event::Connection LuaScriptModule::subscribeEvent(EventSet* target,
    const String& event_name, const String& subscriber_name,
    const String& error_handler)
{
    // do the real subscription
    LuaFunctor functor(d_state, subscriber_name, LUA_NOREF, error_handler);
    Event::Connection con =
        target->subscribeEvent(event_name, Event::Subscriber(functor));

    // make sure we don't release the references we just made when 'functor' is
    // destroyed as it goes out of scope.
    functor.index = LUA_NOREF;
    functor.d_errFuncIndex = LUA_NOREF;

    // return the event connection
    return con;
}

//----------------------------------------------------------------------------//
Event::Connection LuaScriptModule::subscribeEvent(EventSet* target,
    const String& event_name, const String& subscriber_name,
    const int error_handler)
{
    // do the real subscription
    LuaFunctor functor(d_state, subscriber_name, LUA_NOREF, error_handler);
    Event::Connection con =
        target->subscribeEvent(event_name, Event::Subscriber(functor));

    // make sure we don't release the references we just made when 'functor' is
    // destroyed as it goes out of scope.
    functor.index = LUA_NOREF;
    functor.d_errFuncIndex = LUA_NOREF;

    // return the event connection
    return con;
}


//----------------------------------------------------------------------------//
Event::Connection LuaScriptModule::subscribeEvent(EventSet* target,
    const String& event_name, Event::Group group, const String& subscriber_name,
    const String& error_handler)
{
    // do the real subscription
    LuaFunctor functor(d_state, subscriber_name, LUA_NOREF, error_handler);
    Event::Connection con =
        target->subscribeEvent(event_name, group, Event::Subscriber(functor));

    // make sure we don't release the references we just made when 'functor' is
    // destroyed as it goes out of scope.
    functor.index = LUA_NOREF;
    functor.d_errFuncIndex = LUA_NOREF;

    // return the event connection
    return con;
}

//----------------------------------------------------------------------------//
Event::Connection LuaScriptModule::subscribeEvent(EventSet* target,
    const String& event_name, Event::Group group, const String& subscriber_name,
    const int error_handler)
{
    // do the real subscription
    LuaFunctor functor(d_state, subscriber_name, LUA_NOREF, error_handler);
    Event::Connection con =
        target->subscribeEvent(event_name, group, Event::Subscriber(functor));

    // make sure we don't release the references we just made when 'functor' is
    // destroyed as it goes out of scope.
    functor.index = LUA_NOREF;
    functor.d_errFuncIndex = LUA_NOREF;

    // return the event connection
    return con;
}

//----------------------------------------------------------------------------//
void LuaScriptModule::executeScriptFile_impl(const String& filename,
    const String& resourceGroup, const int err_idx, const int top)
{
    // load file
    RawDataContainer raw;
    System::getSingleton().getResourceProvider()->loadRawDataContainer(filename,
        raw, resourceGroup.empty() ? d_defaultResourceGroup : resourceGroup);

    // load code into lua
    int loaderr = luaL_loadbuffer(d_state,
                                  reinterpret_cast<char*>(raw.getDataPtr()),
                                  raw.getSize(), filename.c_str());

    System::getSingleton().getResourceProvider()->unloadRawDataContainer( raw );

    if (loaderr)
    {
        String errMsg = lua_tostring(d_state,-1);
        lua_settop(d_state,top);
        throw ScriptException("Unable to execute Lua script file: '" +
                              filename + "'\n\n" + errMsg + "\n");
    }

    // call it
    if (lua_pcall(d_state, 0, 0, err_idx))
    {
        String errMsg = lua_tostring(d_state,-1);
        lua_settop(d_state,top);
        throw ScriptException("Unable to execute Lua script file: '" +
                              filename + "'\n\n" + errMsg + "\n");
    }

    lua_settop(d_state,top); // just in case :P
}

//----------------------------------------------------------------------------//
int LuaScriptModule::executeScriptGlobal_impl(const String& function_name,
    const int err_idx, const int top)
{
    // get the function from lua
    lua_getglobal(d_state, function_name.c_str());

    // is it a function
    if (!lua_isfunction(d_state,-1))
    {
        lua_settop(d_state,top);
        throw ScriptException("Unable to get Lua global: '" + function_name +
                              "' as name not represent a global Lua function" );
    }

    // call it
    int error = lua_pcall(d_state, 0, 1, err_idx);

    // handle errors
    if (error)
    {
        String errMsg = lua_tostring(d_state,-1);
        lua_settop(d_state,top);
        throw ScriptException("Unable to evaluate Lua global: '" + 
                              function_name + "\n\n" + errMsg + "\n");
    }

    // get return value
    if (!lua_isnumber(d_state,-1))
    {
        // log that return value is invalid. return -1 and move on.
        lua_settop(d_state,top);
        ScriptException("Unable to get Lua global : '" + function_name +
                        "' return value as it's not a number");
        return -1;
    }

    int ret = static_cast<int>(lua_tonumber(d_state,-1));
    lua_settop(d_state,top);

    // return it
    return ret;
}

//----------------------------------------------------------------------------//
bool LuaScriptModule::executeScriptedEventHandler_impl(
    const String& handler_name, const EventArgs& e, const int err_idx,
    const int top)
{
    LuaFunctor::pushNamedFunction(d_state, handler_name);

    ScriptWindowHelper* helper = 0;
    // If this is an event that was triggered by a window then make a "this"
    // pointer to the window for the script.
    if(e.d_hasWindow)
    {
        WindowEventArgs& we = (WindowEventArgs&)e;
        helper = new ScriptWindowHelper(we.window);
        lua_pushlightuserdata(d_state,(void*)helper);
        lua_setglobal(d_state,"this");
    }

    // push EventArgs as the first parameter
    tolua_pushusertype(d_state, (void*)&e, "const CEGUI::EventArgs");

    // call it
    int error = lua_pcall(d_state, 1, 1, err_idx);

    // handle errors
    if (error)
    {
        String errStr(lua_tostring(d_state,-1));
        lua_settop(d_state,top);
        //cleanup the helper object if any
        if(helper)
        {
            delete helper;
            helper = 0;
        }

        throw ScriptException("Unable to evaluate the Lua event handler: '" +
                              handler_name + "'\n\n" + errStr + "\n");
    }

    // retrieve result
    bool ret = lua_isboolean(d_state, -1) ? lua_toboolean(d_state, -1 ) : true;
    lua_settop(d_state,top);

    if(helper)
    {
        delete helper;
        helper = 0;
    }

    return ret;
}

//----------------------------------------------------------------------------//
void LuaScriptModule::executeString_impl(const String& str, const int err_idx,
    const int top)
{
    // load code into lua and call it
    int error = luaL_loadbuffer(d_state, str.c_str(), str.length(), str.c_str()) ||
                lua_pcall(d_state, 0, 0, err_idx);

    // handle errors
    if (error)
    {
        String errMsg = lua_tostring(d_state,-1);
        lua_settop(d_state,top);
        throw ScriptException("Unable to execute Lua script string: '" +
                              str + "'\n\n" + errMsg + "\n");
    }

    lua_settop(d_state,top);
}

//----------------------------------------------------------------------------//


} // namespace CEGUI
