Example #1
0
/// Fetches the contents of one row of a table within the data source.
/// @param[out] row The list of values in the table.
/// @param[in] table The name of the table to query.
/// @param[in] row_index The index of the desired row.
/// @param[in] columns The list of desired columns within the row.
void LuaDataSource::GetRow(Rocket::Core::StringList& row, const Rocket::Core::String& table, int row_index, const Rocket::Core::StringList& columns)
{
    if(getRowRef == LUA_NOREF || getRowRef == LUA_REFNIL) return;

    //setup the call
    Interpreter::BeginCall(getRowRef);
    lua_State* L = Interpreter::GetLuaState();
    lua_pushstring(L,table.CString());
    lua_pushinteger(L,row_index);
    lua_newtable(L);
    int index = 0;
    for(Rocket::Core::StringList::const_iterator itr = columns.begin(); itr != columns.end(); ++itr)
    {
        lua_pushstring(L,itr->CString());
        lua_rawseti(L,-2,index++);
    }
    Interpreter::ExecuteCall(3,1); //3 parameters, 1 return. After here, the top of the stack contains the return value

    int res = lua_gettop(L);
    if(lua_type(L,res) == LUA_TTABLE)
    {
        lua_pushnil(L);
        while(lua_next(L,res) != 0)
        {
            //key at -2, value at -1
            row.push_back(luaL_checkstring(L,-1));
            lua_pop(L,1); //pops value, leaves key for next iteration
        }
        lua_pop(L,1); //pop key
    }
    else
        Log::Message(Log::LT_WARNING, "Lua: DataSource.GetRow must return a table, the function it called returned a %s", lua_typename(L,res));

    Interpreter::EndCall(1);
}
void GameTypesDataSource::GetRow( Rocket::Core::StringList &row, const Rocket::Core::String&, int row_index, const Rocket::Core::StringList& cols ) {
	if( row_index < 0 || (size_t)row_index >= gameTypes.size() ) {
		return;
	}

	for( Rocket::Core::StringList::const_iterator it = cols.begin();
		 it != cols.end();
		 ++it ) {
		if( *it == "name" ) {
			row.push_back( gameTypes[row_index].name.c_str() );
		} else if( *it == "title" ) {
			row.push_back( gameTypes[row_index].title.c_str() );
		} else if( *it == "description" ) {
			row.push_back( gameTypes[row_index].description.c_str() );
		} else {
			row.push_back( "" );
		}
	}
}