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