#ifndef LUA_REFERENCE_H #define LUA_REFERENCE_H #include "RageUtil_AutoPtr.h" #include "LuaManager.h" struct lua_State; typedef lua_State Lua; /** @brief A self-cleaning Lua reference. */ class LuaReference { public: LuaReference(); virtual ~LuaReference(); /* Copying a reference makes a new reference pointing to the same object. */ LuaReference( const LuaReference &cpy ); LuaReference &operator=( const LuaReference &cpy ); // Convenience constructor. LuaReference(Lua *L) :m_iReference(LUA_NOREF) { SetFromStack(L); } /* Create a reference pointing to the item at the top of the stack, and pop * the stack. */ void SetFromStack( Lua *L ); void SetFromNil(); /* Evaluate an expression that returns an object; store the object in a reference. * For example, evaluating "{ 1, 2, 3 }" will result in a reference to a table. * On success, return true. On error, set to nil and return false. */ bool SetFromExpression( const RString &sExpression ); /** @brief Deep-copy tables, detaching this reference from any others. */ void DeepCopy(); /* Push the referenced object onto the stack. If not set (or set to nil), push nil. */ virtual void PushSelf( Lua *L ) const; /** * @brief Determine if the reference is set. * * SetFromNil() counts as being set. * @return true if it's set. */ bool IsSet() const; /** * @brief Determine if the reference is nil. * @return true if it's nil. */ bool IsNil() const; void Unset() { Unregister(); } /* Return the referenced type, or LUA_TNONE if not set. */ int GetLuaType() const; RString Serialize() const; template static LuaReference Create( const T &val ) { Lua *L = LUA->Get(); LuaReference ref; LuaHelpers::Push( L, val ); ref.SetFromStack( L ); LUA->Release( L ); return ref; } template static LuaReference CreateFromPush( T &obj ) { Lua *L = LUA->Get(); LuaReference ref; obj.PushSelf( L ); ref.SetFromStack( L ); LUA->Release( L ); return ref; } private: void Unregister(); int m_iReference; }; typedef AutoPtrCopyOnWrite apActorCommands; class LuaTable: public LuaReference { public: LuaTable(); /* Get the key with the given name, and push it on the stack. */ void Get( Lua *L, const RString &sKey ); /* Set a key by the given name to a value on the stack, and pop the value * off the stack. */ void Set( Lua *L, const RString &sKey ); }; #endif /** * @file * @author Glenn Maynard, Chris Danford (c) 2005 * @section LICENSE * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */