revert 'add Enum:ToString'
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@@ -99,24 +99,11 @@ namespace
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return 1;
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}
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int ToString( lua_State *L )
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{
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luaL_checktype( L, 1, LUA_TTABLE );
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/* Look up the tostring table. If there is no metafield, then we were
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* called on the wrong type. */
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if( !luaL_getmetafield(L, 1, "tostring") )
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luaL_typerror( L, 1, "enum" );
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return 1;
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}
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}
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static const luaL_Reg EnumLib[] = {
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{ "GetName", GetName },
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{ "Reverse", Reverse },
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{ "ToString", ToString },
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{ NULL, NULL }
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};
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@@ -126,17 +113,14 @@ static void PushEnumMethodTable( lua_State *L )
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}
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/* Set up the enum table on the stack, and pop the table. */
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void Enum::SetMetatable( lua_State *L, LuaReference &IndexToEnumString, LuaReference &EnumStringToZeroIndex, LuaReference &EnumStringToString, const char *szName )
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void Enum::SetMetatable( lua_State *L, LuaReference &EnumTable, LuaReference &EnumIndexTable, const char *szName )
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{
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IndexToEnumString.PushSelf( L );
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lua_newtable( L );
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EnumTable.PushSelf( L );
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{
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EnumStringToZeroIndex.PushSelf( L );
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lua_newtable( L );
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EnumIndexTable.PushSelf( L );
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lua_setfield( L, -2, "reverse" );
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EnumStringToString.PushSelf( L );
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lua_setfield( L, -2, "tostring" );
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lua_pushstring( L, szName );
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lua_setfield( L, -2, "name" );
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@@ -148,7 +132,7 @@ void Enum::SetMetatable( lua_State *L, LuaReference &IndexToEnumString, LuaRefer
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lua_setfield( L, -2, "__type" ); // for luaL_pushtype
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}
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lua_setmetatable( L, -2 );
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lua_pop( L, 1 );
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lua_pop( L, 2 );
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}
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/*
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+14
-25
@@ -18,22 +18,20 @@ int CheckEnum( lua_State *L, LuaReference &table, int iPos, int iInvalid, const
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template<typename T>
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struct EnumTraits
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{
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static LuaReference IndexToEnumString;
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static LuaReference EnumStringToZeroIndex;
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static LuaReference EnumStringToString;
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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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template<typename T> LuaReference EnumTraits<T>::IndexToEnumString;
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template<typename T> LuaReference EnumTraits<T>::EnumStringToZeroIndex;
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template<typename T> LuaReference EnumTraits<T>::EnumStringToString; // same as XToString
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template<typename T> LuaReference EnumTraits<T>::StringToEnum;
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template<typename T> LuaReference EnumTraits<T>::EnumToString;
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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, bool bAllowInvalid = false )
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{
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return (T) CheckEnum( L, EnumTraits<T>::EnumStringToZeroIndex, iPos, EnumTraits<T>::Invalid, EnumTraits<T>::szName, bAllowInvalid );
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return (T) CheckEnum( L, EnumTraits<T>::StringToEnum, iPos, EnumTraits<T>::Invalid, EnumTraits<T>::szName, bAllowInvalid );
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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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@@ -46,12 +44,12 @@ namespace Enum
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}
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/* Look up the string value. */
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EnumTraits<T>::IndexToEnumString.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_remove( L, -2 );
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}
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void SetMetatable( lua_State *L, LuaReference &EnumTable, LuaReference &EnumIndexTable, LuaReference &EnumStringToString, const char *szName );
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void SetMetatable( lua_State *L, LuaReference &EnumTable, LuaReference &EnumIndexTable, const char *szName );
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};
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const RString &EnumToString( int iVal, int iMax, const char **szNameArray, auto_ptr<RString> *pNameCache ); // XToString helper
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@@ -96,7 +94,7 @@ const RString &EnumToString( int iVal, int iMax, const char **szNameArray, auto_
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template struct EnumTraits<X>; \
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static void Lua##X(lua_State* L) \
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{ \
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/* Create the IndexToEnumString table: { 1 = "UnlockEntry_ArcadePoints", 2 = "UnlockEntry_DancePoints" } */ \
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/* Create the EnumToString table: { "UnlockEntry_ArcadePoints", "UnlockEntry_DancePoints" } */ \
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lua_newtable( L ); \
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FOREACH_ENUM( X, i ) \
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{ \
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@@ -104,10 +102,10 @@ static void Lua##X(lua_State* L) \
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lua_pushstring( L, (#X "_")+s ); \
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lua_rawseti( L, -2, i+1 ); /* 1-based */ \
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} \
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EnumTraits<X>::IndexToEnumString.SetFromStack( L ); \
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EnumTraits<X>::IndexToEnumString.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 EnumStringToZeroIndex table: { "UnlockEntry_ArcadePoints" = 0, "UnlockEntry_DancePoints" = 1 } */ \
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/* Create the StringToEnum table: { "UnlockEntry_ArcadePoints" = 0, "UnlockEntry_DancePoints" = 1 } */ \
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lua_newtable( L ); \
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FOREACH_ENUM( X, i ) \
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{ \
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@@ -116,18 +114,9 @@ static void Lua##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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EnumTraits<X>::EnumStringToZeroIndex.SetFromStack( L ); \
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/* Create the EnumStringToString table: { "UnlockEntry_ArcadePoints" = "ArcadePoints", "UnlockEntry_DancePoints" = "DancePoints" } */ \
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lua_newtable( L ); \
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FOREACH_ENUM( X, i ) \
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{ \
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RString s = X##ToString( i ); \
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lua_pushstring( L, (#X "_")+s ); \
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lua_pushstring( L, s ); \
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lua_rawset( L, -3 ); \
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} \
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EnumTraits<X>::EnumStringToString.SetFromStack( L ); \
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Enum::SetMetatable( L, EnumTraits<X>::IndexToEnumString, EnumTraits<X>::EnumStringToZeroIndex, EnumTraits<X>::EnumStringToString, #X ); \
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EnumTraits<X>::StringToEnum.SetFromStack( L ); \
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EnumTraits<X>::StringToEnum.PushSelf( L ); \
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Enum::SetMetatable( L, EnumTraits<X>::EnumToString, EnumTraits<X>::StringToEnum, #X ); \
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} \
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REGISTER_WITH_LUA_FUNCTION( Lua##X ); \
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template<> X EnumTraits<X>::Invalid = X##_Invalid; \
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