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// license:BSD-3-Clause
// copyright-holders:Miodrag Milanovic
/***************************************************************************

    luaengine.c

    Controls execution of the core MAME system.

***************************************************************************/

#include "emu.h"
#include "emuopts.h"
#include "osdepend.h"
#include "lua/lua.hpp"


lua_engine* lua_engine::luaThis = NULL;

//**************************************************************************
//  LUA ENGINE
//**************************************************************************

//-------------------------------------------------
//  emu_gamename - returns game full name
//-------------------------------------------------

int lua_engine::emu_gamename(lua_State *L)
{
	lua_pushstring(L, luaThis->machine().system().description);
	return 1;
}

//-------------------------------------------------
//  emu_keypost - post keys to natural keyboard
//-------------------------------------------------

int lua_engine::emu_keypost(lua_State *L)
{
	const char *keys = luaL_checkstring(L,1);
	luaThis->machine().ioport().natkeyboard().post_utf8(keys);
	return 1;
}

static const struct luaL_Reg emu_funcs [] =
{
	{ "gamename", lua_engine::emu_gamename },
	{ "keypost", lua_engine::emu_keypost },
	{ NULL, NULL }  /* sentinel */
};

//-------------------------------------------------
//  luaopen_emu - connect emu section lib
//-------------------------------------------------

int luaopen_emu ( lua_State * L )
{
	luaL_newlib(L, emu_funcs);
	return 1;
}

//-------------------------------------------------
//  hook - lua hook to make slice execution of
//  script possible
//-------------------------------------------------

void hook(lua_State* l, lua_Debug* ar)
{
	lua_yield(l, 0);
}

//-------------------------------------------------
//  lua_engine - constructor
//-------------------------------------------------

lua_engine::lua_engine(running_machine &machine)
	: m_machine(machine)
{
	luaThis = this;
	m_lua_state = NULL;
}

//-------------------------------------------------
//  ~lua_engine - destructor
//-------------------------------------------------

lua_engine::~lua_engine()
{
	close();
}

//-------------------------------------------------
//  initialize - initialize lua hookup to emu engine
//-------------------------------------------------

void lua_engine::initialize()
{
	machine().add_notifier(MACHINE_NOTIFY_FRAME, machine_notify_delegate(FUNC(lua_engine::lua_execute), this));
}

//-------------------------------------------------
//  close - close and cleanup of lua engine
//-------------------------------------------------

void lua_engine::close()
{
	if (m_lua_state) {
		// close the Lua state
		lua_close(m_lua_state);
		osd_printf_verbose("[LUA] End executing script\n");
		m_lua_state = NULL;
	}
}

//-------------------------------------------------
//  report_errors - report lua error in execution
//-------------------------------------------------

void lua_engine::report_errors(int status)
{
	if ( status!=0 ) {
	osd_printf_error("[LUA ERROR] %s\n",lua_tostring(m_lua_state, -1));
	lua_pop(m_lua_state, 1); // remove error message

	close(); // close in case of error
	}
}

//-------------------------------------------------
//  createvm - setup lua VM and load script
//-------------------------------------------------

void lua_engine::createvm()
{
	close();

	// create new Lua state
	m_lua_state = luaL_newstate();
	luaL_openlibs(m_lua_state);
	luaL_requiref(m_lua_state, "emu", luaopen_emu, 1);
	lua_sethook(m_lua_state, hook, LUA_MASKLINE, 0);
}

//-------------------------------------------------
//  execute - load and execute script
//-------------------------------------------------

void lua_engine::execute(const char *filename)
{
	createvm();

	int s = luaL_loadfile(m_lua_state, filename);
	report_errors(s);

	osd_printf_verbose("[LUA] Start executing script\n");
}

//-------------------------------------------------
//  execute_string - execute script from string
//-------------------------------------------------

void lua_engine::execute_string(const char *value)
{
	createvm();

	int s = luaL_loadstring(m_lua_state, value);
	report_errors(s);

	osd_printf_verbose("[LUA] Start executing script\n");
}
//-------------------------------------------------
//  lua_execute - execute slice of lua script
//  this callback is hooked to frame notification
//-------------------------------------------------

void lua_engine::lua_execute()
{
	if (m_lua_state==NULL) return;

	int s = lua_resume(m_lua_state, m_lua_state, 0);

	if (s != LUA_YIELD) {
		report_errors(s);
		close();
	}
}