osrm-backend/include/util/lua_util.hpp

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#ifndef LUA_UTIL_HPP
#define LUA_UTIL_HPP
extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include <boost/filesystem/convenience.hpp>
#include <luabind/luabind.hpp>
#include <iostream>
#include <string>
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namespace osrm
{
namespace util
{
struct LuaState
{
LuaState() : handle{::luaL_newstate(), &::lua_close} { luaL_openlibs(*this); }
operator lua_State *() { return handle.get(); }
operator lua_State const *() const { return handle.get(); }
using handle_type = std::unique_ptr<lua_State, decltype(&::lua_close)>;
handle_type handle;
};
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// Check if the lua function <name> is defined
inline bool luaFunctionExists(lua_State *lua_state, const char *name)
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{
luabind::object globals_table = luabind::globals(lua_state);
luabind::object lua_function = globals_table[name];
return lua_function && (luabind::type(lua_function) == LUA_TFUNCTION);
}
// Add the folder contain the script to the lua load path, so script can easily require() other lua
// scripts inside that folder, or subfolders.
// See http://lua-users.org/wiki/PackagePath for details on the package.path syntax.
inline void luaAddScriptFolderToLoadPath(lua_State *lua_state, const char *file_name)
{
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boost::filesystem::path profile_path = boost::filesystem::canonical(file_name);
std::string folder = profile_path.parent_path().generic_string();
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const std::string lua_code = "package.path = \"" + folder + "/?.lua;\" .. package.path";
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luaL_dostring(lua_state, lua_code.c_str());
}
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}
}
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#endif // LUA_UTIL_HPP