Files
itgmania212121/src/LuaReference.h
T
2011-03-17 01:47:30 -04:00

125 lines
3.6 KiB
C++

#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 );
/* 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<typename T>
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<class T>
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<LuaReference> 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.
*/