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tangara-fw/src/lua/lua_thread.cpp

99 lines
2.3 KiB

/*
* Copyright 2023 jacqueline <me@jacqueline.id.au>
*
* SPDX-License-Identifier: GPL-3.0-only
*/
#include "lua_thread.hpp"
#include <memory>
#include "esp_heap_caps.h"
#include "esp_log.h"
#include "lua.hpp"
#include "luavgl.h"
#include "service_locator.hpp"
namespace lua {
[[maybe_unused]] static constexpr char kTag[] = "lua";
class Allocator {
public:
Allocator() : total_allocated_(0) {}
auto alloc(void* ptr, size_t osize, size_t nsize) -> void* {
total_allocated_ = total_allocated_ - osize + nsize;
// ESP_LOGI(kTag, "lua realloc -> %u KiB", total_allocated_ / 1024);
if (nsize == 0) {
heap_caps_free(ptr);
return NULL;
} else {
return heap_caps_realloc(ptr, nsize, MALLOC_CAP_SPIRAM);
}
}
private:
size_t total_allocated_;
};
static auto lua_alloc(void* ud, void* ptr, size_t osize, size_t nsize)
-> void* {
Allocator* instance = reinterpret_cast<Allocator*>(ud);
return instance->alloc(ptr, osize, nsize);
}
static int lua_panic(lua_State* L) {
ESP_LOGE(kTag, "!! PANIC !! %s", lua_tostring(L, -1));
return 0;
}
auto LuaThread::Start(system_fsm::ServiceLocator& services, lv_obj_t* lvgl_root)
-> LuaThread* {
auto alloc = std::make_unique<Allocator>();
lua_State* state = lua_newstate(lua_alloc, alloc.get());
if (!state) {
return nullptr;
}
luaL_openlibs(state);
lua_atpanic(state, lua_panic);
auto bridge = std::make_unique<Bridge>(services, *state);
// FIXME: luavgl init should probably be a part of the bridge.
if (lvgl_root) {
luavgl_set_root(state, lvgl_root);
luaL_requiref(state, "lvgl", luaopen_lvgl, true);
lua_pop(state, 1);
}
return new LuaThread(alloc, bridge, state);
}
LuaThread::LuaThread(std::unique_ptr<Allocator>& alloc,
std::unique_ptr<Bridge>& bridge,
lua_State* state)
: alloc_(std::move(alloc)), bridge_(std::move(bridge)), state_(state) {}
LuaThread::~LuaThread() {
lua_close(state_);
}
auto LuaThread::RunScript(const std::string& path) -> bool {
int res = luaL_loadfilex(state_, path.c_str(), NULL);
if (res != LUA_OK) {
return false;
}
res = lua_pcall(state_, 0, 0, 0);
if (res) {
const char* msg = lua_tostring(state_, -1);
lua_writestring(msg, strlen(msg));
lua_writeline();
lua_pop(state_, 1);
}
return true;
}
} // namespace lua