/// 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( "" ); } } }