Register Lua enum types as strings, not numbers.
- Even though these strings are in the context of the table, we still prefix them
with the enum name ("UnlockRequirement_ArcadePoints", not "ArcadePoints"). The typical
use is as a simple string (obj:Call("Type")), not as an index into the table, and
this makes the type clear and easy to search for in that case.
- no "NUM_UnlockRequirement"; use #UnlockRequirement.
- no UnlockRequirement_Invalid; use nil
- Enum<X>::Check always returns a valid X; no additional error checking is
needed and Lua code can no longer introduce invalid enum values into C
- This does not support enum types with holes; neither does FOREACH.
- This is typesafe. If you give "GAME_CONTROLLER_1" to a function expecting an
UnlockRequirement, we can detect the error and show a meaningful error message.
- Lua strings are always merged, and comparisons are as cheap as integers, so
this isn't slow (and may be faster).
- Can iterate: for i,j in ipairs(UnlockEntry) do func(j) end
(This is a bit clumsy; probably want a foreach() iterator that doesn't return i)
- ThemeMetric<UnlockRequirement> just works.
This commit is contained in:
@@ -1,5 +1,35 @@
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#include "global.h"
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#include "EnumHelper.h"
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#include "LuaManager.h"
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#include "RageUtil.h"
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int CheckEnum( lua_State *L, LuaReference &table, int iPos, int iInvalid, const char *szType )
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{
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if( lua_isnil(L, iPos) )
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return iInvalid;
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iPos = LuaHelpers::AbsIndex( L, iPos );
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table.PushSelf( L );
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lua_pushvalue( L, iPos );
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lua_gettable( L, -2 );
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// If the result is nil, then a string was passed that is not a member of this enum. Throw
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// an error. To specify the invalid value, pass nil. That way, typos will throw an error,
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// and not silently result in nil, or an out-of-bounds value.
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if( unlikely(lua_isnil(L, -1)) )
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{
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// XXX: show string if a string, otherwise the type
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lua_pushvalue( L, iPos );
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RString sGot;
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LuaHelpers::Pop( L, sGot );
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LuaHelpers::Push( ssprintf("Expected %s; got \"%s\"", szType, sGot.c_str() ), L );
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lua_error( L );
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}
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int iRet = lua_tointeger( L, -1 );
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lua_pop( L, 2 );
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return iRet;
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}
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/*
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* (c) 2004 Chris Danford
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@@ -1,6 +1,8 @@
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#ifndef ENUM_HELPER_H
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#define ENUM_HELPER_H
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#include "LuaReference.h"
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/*
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* Safely add an integer to an enum.
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*
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@@ -42,6 +44,34 @@ static inline T enum_add2( T val, int iAmt )
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#define FOREACH_ENUM( e, max, var ) for( e var=(e)0; var<max; enum_add<e>( var, +1 ) )
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#define FOREACH_ENUM2( e, var ) for( e var=(e)0; var<NUM_##e; enum_add<e>( var, +1 ) )
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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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{
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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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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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}
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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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{
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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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lua_rawgeti( L, -1, iVal + 1 );
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lua_replace( L, -2 );
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}
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};
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static const RString EMPTY_STRING;
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@@ -124,6 +154,42 @@ static void Lua##X(lua_State* L) \
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} \
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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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#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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/* 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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{ \
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RString s = X##Names[i]; \
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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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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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FOREACH_ENUM( X, CNT, i ) \
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{ \
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RString s = X##Names[i]; \
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lua_pushstring( L, Prefix+s ); \
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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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} \
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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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#endif
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/*
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