A bizarre C++ wart wants us to declare FromStack overloads
before the ThemeMetric templates that use them. That's broken and unreasonable, so change this around a bit and make FromStack (and Push) templates. Push() takes a bit of a trick. Some Push overloads push the actual value: scalars (int, float), RageColor (pushes a table). Others--most of them--push a reference to a C++ object. We want the scalars to have a reference parameter type, so we don't make extra copies of things like RageColor when we push them. We need to pass C++ objects by pointer (we need to push the actual object's pointer, not a pointer to a copy). Further, pushing a scalar is a const operation, but pushing a reference to an object is not. To do both with the same template, we handle objects with this slightly odd template: template<> void LuaHelpers::Push<T*>( lua_State *L, T *const &pObject ); The actual overload (T) is eg. "Actor*"; this fits within the general prototype, "Push(lua_State *L, const T &object)", giving us a const reference to a (non-const) pointer to Actor, and we're conceptually pushing the pointer. The net effect of this is that 1: what was before compile errors now becomes link time errors, but 2: these specializations don't have to be in the headers (except for new ones for Preference and BroadcastOnChange).
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@@ -163,19 +163,22 @@ RString LuaReference::Serialize() const
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return sRet;
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}
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bool LuaHelpers::FromStack( lua_State *L, LuaReference &Object, int iOffset )
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namespace LuaHelpers
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{
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lua_pushvalue( L, iOffset );
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Object.SetFromStack( L );
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return true;
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}
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template<> bool FromStack<LuaReference>( lua_State *L, LuaReference &Object, int iOffset )
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{
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lua_pushvalue( L, iOffset );
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Object.SetFromStack( L );
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return true;
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}
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bool LuaHelpers::FromStack( lua_State *L, apActorCommands &Object, int iOffset )
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{
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LuaReference *pRef = new LuaReference;
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FromStack( L, *pRef, iOffset );
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Object = apActorCommands( pRef );
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return true;
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template<> bool FromStack<apActorCommands>( lua_State *L, apActorCommands &Object, int iOffset )
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{
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LuaReference *pRef = new LuaReference;
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FromStack( L, *pRef, iOffset );
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Object = apActorCommands( pRef );
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return true;
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}
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}
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LuaTable::LuaTable()
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