add Enum:ToString

This commit is contained in:
Chris Danford
2008-08-17 06:46:20 +00:00
parent 1c1bd9362a
commit c894e79b68
3 changed files with 48 additions and 19 deletions
+21 -5
View File
@@ -99,11 +99,24 @@ namespace
return 1;
}
int ToString( lua_State *L )
{
luaL_checktype( L, 1, LUA_TTABLE );
/* Look up the tostring table. If there is no metafield, then we were
* called on the wrong type. */
if( !luaL_getmetafield(L, 1, "tostring") )
luaL_typerror( L, 1, "enum" );
return 1;
}
}
static const luaL_Reg EnumLib[] = {
{ "GetName", GetName },
{ "Reverse", Reverse },
{ "ToString", ToString },
{ NULL, NULL }
};
@@ -113,14 +126,17 @@ static void PushEnumMethodTable( lua_State *L )
}
/* Set up the enum table on the stack, and pop the table. */
void Enum::SetMetatable( lua_State *L, LuaReference &EnumTable, LuaReference &EnumIndexTable, const char *szName )
void Enum::SetMetatable( lua_State *L, LuaReference &IndexToEnumString, LuaReference &EnumStringToZeroIndex, LuaReference &EnumStringToString, const char *szName )
{
EnumTable.PushSelf( L );
IndexToEnumString.PushSelf( L );
lua_newtable( L );
{
lua_newtable( L );
EnumIndexTable.PushSelf( L );
EnumStringToZeroIndex.PushSelf( L );
lua_setfield( L, -2, "reverse" );
EnumStringToString.PushSelf( L );
lua_setfield( L, -2, "tostring" );
lua_pushstring( L, szName );
lua_setfield( L, -2, "name" );
@@ -132,7 +148,7 @@ void Enum::SetMetatable( lua_State *L, LuaReference &EnumTable, LuaReference &En
lua_setfield( L, -2, "__type" ); // for luaL_pushtype
}
lua_setmetatable( L, -2 );
lua_pop( L, 2 );
lua_pop( L, 1 );
}
/*
+25 -14
View File
@@ -18,20 +18,22 @@ int CheckEnum( lua_State *L, LuaReference &table, int iPos, int iInvalid, const
template<typename T>
struct EnumTraits
{
static LuaReference StringToEnum;
static LuaReference EnumToString;
static LuaReference IndexToEnumString;
static LuaReference EnumStringToZeroIndex;
static LuaReference EnumStringToString;
static T Invalid;
static const char *szName;
};
template<typename T> LuaReference EnumTraits<T>::StringToEnum;
template<typename T> LuaReference EnumTraits<T>::EnumToString;
template<typename T> LuaReference EnumTraits<T>::IndexToEnumString;
template<typename T> LuaReference EnumTraits<T>::EnumStringToZeroIndex;
template<typename T> LuaReference EnumTraits<T>::EnumStringToString; // same as XToString
namespace Enum
{
template<typename T>
static T Check( lua_State *L, int iPos, bool bAllowInvalid = false )
{
return (T) CheckEnum( L, EnumTraits<T>::StringToEnum, iPos, EnumTraits<T>::Invalid, EnumTraits<T>::szName, bAllowInvalid );
return (T) CheckEnum( L, EnumTraits<T>::EnumStringToZeroIndex, iPos, EnumTraits<T>::Invalid, EnumTraits<T>::szName, bAllowInvalid );
}
template<typename T>
static void Push( lua_State *L, T iVal )
@@ -44,12 +46,12 @@ namespace Enum
}
/* Look up the string value. */
EnumTraits<T>::EnumToString.PushSelf( L );
EnumTraits<T>::IndexToEnumString.PushSelf( L );
lua_rawgeti( L, -1, iVal + 1 );
lua_remove( L, -2 );
}
void SetMetatable( lua_State *L, LuaReference &EnumTable, LuaReference &EnumIndexTable, const char *szName );
void SetMetatable( lua_State *L, LuaReference &EnumTable, LuaReference &EnumIndexTable, LuaReference &EnumStringToString, const char *szName );
};
const RString &EnumToString( int iVal, int iMax, const char **szNameArray, auto_ptr<RString> *pNameCache ); // XToString helper
@@ -94,7 +96,7 @@ const RString &EnumToString( int iVal, int iMax, const char **szNameArray, auto_
template struct EnumTraits<X>; \
static void Lua##X(lua_State* L) \
{ \
/* Create the EnumToString table: { "UnlockEntry_ArcadePoints", "UnlockEntry_DancePoints" } */ \
/* Create the IndexToEnumString table: { 1 = "UnlockEntry_ArcadePoints", 2 = "UnlockEntry_DancePoints" } */ \
lua_newtable( L ); \
FOREACH_ENUM( X, i ) \
{ \
@@ -102,10 +104,10 @@ static void Lua##X(lua_State* L) \
lua_pushstring( L, (#X "_")+s ); \
lua_rawseti( L, -2, i+1 ); /* 1-based */ \
} \
EnumTraits<X>::EnumToString.SetFromStack( L ); \
EnumTraits<X>::EnumToString.PushSelf( L ); \
EnumTraits<X>::IndexToEnumString.SetFromStack( L ); \
EnumTraits<X>::IndexToEnumString.PushSelf( L ); \
lua_setglobal( L, #X ); \
/* Create the StringToEnum table: { "UnlockEntry_ArcadePoints" = 0, "UnlockEntry_DancePoints" = 1 } */ \
/* Create the EnumStringToZeroIndex table: { "UnlockEntry_ArcadePoints" = 0, "UnlockEntry_DancePoints" = 1 } */ \
lua_newtable( L ); \
FOREACH_ENUM( X, i ) \
{ \
@@ -114,9 +116,18 @@ static void Lua##X(lua_State* L) \
lua_pushnumber( L, i ); /* 0-based */ \
lua_rawset( L, -3 ); \
} \
EnumTraits<X>::StringToEnum.SetFromStack( L ); \
EnumTraits<X>::StringToEnum.PushSelf( L ); \
Enum::SetMetatable( L, EnumTraits<X>::EnumToString, EnumTraits<X>::StringToEnum, #X ); \
EnumTraits<X>::EnumStringToZeroIndex.SetFromStack( L ); \
/* Create the EnumStringToString table: { "UnlockEntry_ArcadePoints" = "ArcadePoints", "UnlockEntry_DancePoints" = "DancePoints" } */ \
lua_newtable( L ); \
FOREACH_ENUM( X, i ) \
{ \
RString s = X##ToString( i ); \
lua_pushstring( L, (#X "_")+s ); \
lua_pushstring( L, s ); \
lua_rawset( L, -3 ); \
} \
EnumTraits<X>::EnumStringToString.SetFromStack( L ); \
Enum::SetMetatable( L, EnumTraits<X>::IndexToEnumString, EnumTraits<X>::EnumStringToZeroIndex, EnumTraits<X>::EnumStringToString, #X ); \
} \
REGISTER_WITH_LUA_FUNCTION( Lua##X ); \
template<> X EnumTraits<X>::Invalid = X##_Invalid; \
+2
View File
@@ -498,7 +498,9 @@ void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
m_DifficultyIcon[pn].SetFromDifficulty( m_DC[pn] );
}
else
{
m_DifficultyIcon[pn].SetFromSteps( pn, NULL ); //It will blank it out
}
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;