split EnumTraits (static variables associated with an enum type)

and Enum (functions)

define Push for enum types
This commit is contained in:
Glenn Maynard
2006-09-26 03:05:08 +00:00
parent edfaafe617
commit 27fda541dc
+22 -14
View File
@@ -47,27 +47,33 @@ static inline T enum_add2( T val, int iAmt )
int CheckEnum( lua_State *L, LuaReference &table, int iPos, int iInvalid, const char *szType );
template<typename T>
struct Enum
struct EnumTraits
{
static LuaReference StringToEnum;
static LuaReference EnumToString;
static T Invalid;
static const char *szName;
};
namespace Enum
{
template<typename T>
static T Check( lua_State *L, int iPos )
{
return (T) CheckEnum( L, StringToEnum, iPos, Invalid, szName );
return (T) CheckEnum( L, EnumTraits<T>::StringToEnum, iPos, EnumTraits<T>::Invalid, EnumTraits<T>::szName );
}
template<typename T>
static void Push( lua_State *L, T iVal )
{
/* Enum_Invalid values are nil in Lua. */
if( iVal == Invalid )
if( iVal == EnumTraits<T>::Invalid )
{
lua_pushnil( L );
return;
}
/* Look up the string value. */
EnumToString.PushSelf( L );
EnumTraits<T>::EnumToString.PushSelf( L );
lua_rawgeti( L, -1, iVal + 1 );
lua_replace( L, -2 );
}
@@ -145,12 +151,13 @@ static void Lua##X(lua_State* L) \
REGISTER_WITH_LUA_FUNCTION( Lua##X );
#define LuaDeclareType(X) \
namespace LuaHelpers { bool FromStack( lua_State *L, X &Object, int iOffset ); }
namespace LuaHelpers { bool FromStack( lua_State *L, X &Object, int iOffset ); } \
namespace LuaHelpers { void Push( const X &Object, lua_State *L ); }
#define LuaXType2(X, CNT, Prefix) \
static void Lua2##X(lua_State* L) \
{ \
Enum<X>::Invalid = enum_add2( CNT, 1 ); \
EnumTraits<X>::Invalid = enum_add2( CNT, 1 ); \
/* Create the public EnumToString table: { "UnlockEntry_ArcadePoints", "UnlockEntry_DancePoints" } */ \
lua_newtable( L ); \
FOREACH_ENUM( X, CNT, i ) \
@@ -159,8 +166,8 @@ static void Lua2##X(lua_State* L) \
lua_pushstring( L, Prefix+s ); \
lua_rawseti( L, -2, i+1 ); /* 1-based */ \
} \
Enum<X>::EnumToString.SetFromStack( L ); \
Enum<X>::EnumToString.PushSelf( L ); \
EnumTraits<X>::EnumToString.SetFromStack( L ); \
EnumTraits<X>::EnumToString.PushSelf( L ); \
lua_setglobal( L, #X ); \
/* Create the private StringToEnum table: { "UnlockEntry_ArcadePoints" = 0, "UnlockEntry_DancePoints" = 0 } */ \
lua_newtable( L ); \
@@ -171,14 +178,15 @@ static void Lua2##X(lua_State* L) \
lua_pushnumber( L, i ); /* 0-based */ \
lua_rawset( L, -3 ); \
} \
Enum<X>::StringToEnum.SetFromStack( L ); \
EnumTraits<X>::StringToEnum.SetFromStack( L ); \
} \
REGISTER_WITH_LUA_FUNCTION( Lua2##X ); \
LuaReference Enum<X>::StringToEnum; \
LuaReference Enum<X>::EnumToString; \
X Enum<X>::Invalid; \
const char *Enum<X>::szName = #X; \
namespace LuaHelpers { bool FromStack( lua_State *L, X &Object, int iOffset ) { Object = Enum<X>::Check( L, iOffset ); return true; } }
LuaReference EnumTraits<X>::StringToEnum; \
LuaReference EnumTraits<X>::EnumToString; \
X EnumTraits<X>::Invalid; \
const char *EnumTraits<X>::szName = #X; \
namespace LuaHelpers { bool FromStack( lua_State *L, X &Object, int iOffset ) { Object = Enum::Check<X>( L, iOffset ); return true; } } \
namespace LuaHelpers { void Push( const X &Object, lua_State *L ) { Enum::Push<X>( L, Object ); } }
#endif