Files
itgmania212121/stepmania/src/LuaReference.h
T

127 lines
4.0 KiB
C++

/* LuaReference - a self-cleaning Lua reference. */
#ifndef LUA_REFERENCE_H
#define LUA_REFERENCE_H
struct lua_State;
typedef lua_State Lua;
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();
/* Push the referenced object onto the stack. If not set (or set to nil), push nil. */
virtual void PushSelf( Lua *L ) const;
/* Return true if set. (SetFromNil() counts as being set.) */
bool IsSet() const;
bool IsNil() const;
void Unset() { Unregister(); }
/* Return the referenced type, or LUA_TNONE if not set. */
int GetLuaType() const;
static void BeforeResetAll(); // call this before resetting Lua
static void AfterResetAll(); // call this after resetting Lua
protected:
/* If this object needs to store state to recreate itself, overload this. */
virtual void BeforeReset() { }
/* If this object is able to recreate itself, overload this, and ReRegisterAll
* will work; the reference will still exist after a theme change. If not
* implemented, the reference will be unset after ReRegister. */
virtual void Register() { }
private:
void Unregister();
void ReRegister();
int m_iReference;
};
/* 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. */
class LuaExpression: public LuaReference
{
public:
LuaExpression( const CString &sExpression = "" ) { if( sExpression != "" ) SetFromExpression( sExpression ); }
void SetFromExpression( const CString &sExpression );
protected:
virtual void Register();
private:
CString m_sExpression;
};
/* Reference a trivially restorable Lua object (any object that Serialize can handle).
* The object will be saved and restored across Lua resets. */
class LuaData: public LuaReference
{
public:
virtual CString Serialize() const;
virtual void LoadFromString( const CString &s );
protected:
virtual void BeforeReset();
virtual void Register();
CString m_sSerializedData;
bool m_bWasSet;
};
class LuaTable: public LuaData
{
public:
LuaTable();
/* 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 CString &sKey );
/* Unset the given key (set it to nil). */
void Unset( Lua *L, const CString &sKey );
/* Set a key on the stack to a value on the stack; push the key first. Pop
* both the key and the value off the stack. */
void SetKeyAndValue( Lua *L );
};
#endif
/*
* (c) 2005 Glenn Maynard, Chris Danford
* 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.
*/