// Copyright (c) 2003 Daniel Wallin and Arvid Norberg // 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, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // 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. IN NO EVENT // SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR // ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN // ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE // OR OTHER DEALINGS IN THE SOFTWARE. #ifndef LUABIND_CLASS_REP_HPP_INCLUDED #define LUABIND_CLASS_REP_HPP_INCLUDED #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace luabind { namespace detail { LUABIND_API std::string stack_content_by_name(lua_State* L, int start_index); struct class_registration; struct conversion_storage; // This function is used as a tag to identify "properties". LUABIND_API int property_tag(lua_State*); // this is class-specific information, poor man's vtable // this is allocated statically (removed by the compiler) // a pointer to this structure is stored in the lua tables' // metatable with the name __classrep // it is used when matching parameters to function calls // to determine possible implicit casts // it is also used when finding the best match for overloaded // methods class cast_graph; class class_id_map; class LUABIND_API class_rep { friend struct class_registration; friend int super_callback(lua_State*); //TODO: avoid the lua-prefix friend int lua_class_gettable(lua_State*); friend int lua_class_settable(lua_State*); friend int static_class_gettable(lua_State*); public: enum class_type { cpp_class = 0, lua_class = 1 }; // EXPECTS THE TOP VALUE ON THE LUA STACK TO // BE THE USER DATA WHERE THIS CLASS IS BEING // INSTANTIATED! class_rep(type_id const& type , const char* name , lua_State* L ); // used when creating a lua class // EXPECTS THE TOP VALUE ON THE LUA STACK TO // BE THE USER DATA WHERE THIS CLASS IS BEING // INSTANTIATED! class_rep(lua_State* L, const char* name); ~class_rep(); std::pair allocate(lua_State* L) const; // this is called as metamethod __call on the class_rep. static int constructor_dispatcher(lua_State* L); struct base_info { int pointer_offset; // the offset added to the pointer to obtain a basepointer (due to multiple-inheritance) class_rep* base; }; void add_base_class(const base_info& binfo); const std::vector& bases() const throw() { return m_bases; } void set_type(type_id const& t) { m_type = t; } type_id const& type() const throw() { return m_type; } const char* name() const throw() { return m_name; } // the lua reference to the metatable for this class' instances int metatable_ref() const throw() { return m_instance_metatable; } void get_table(lua_State* L) const { m_table.push(L); } void get_default_table(lua_State* L) const { m_default_table.push(L); } class_type get_class_type() const { return m_class_type; } void add_static_constant(const char* name, int val); static int super_callback(lua_State* L); static int lua_settable_dispatcher(lua_State* L); // called from the metamethod for __index // obj is the object pointer static int static_class_gettable(lua_State* L); bool has_operator_in_lua(lua_State*, int id); cast_graph const& casts() const { return *m_casts; } class_id_map const& classes() const { return *m_classes; } private: void cache_operators(lua_State*); // this is a pointer to the type_info structure for // this type // warning: this may be a problem when using dll:s, since // typeid() may actually return different pointers for the same // type. type_id m_type; // a list of info for every class this class derives from // the information stored here is sufficient to do // type casts to the base classes std::vector m_bases; // the class' name (as given when registered to lua with class_) const char* m_name; // a reference to this structure itself. Since this struct // is kept inside lua (to let lua collect it when lua_close() // is called) we need to lock it to prevent collection. // the actual reference is not currently used. detail::lua_reference m_self_ref; // this should always be used when accessing // members in instances of a class. // this table contains c closures for all // member functions in this class, they // may point to both static and virtual functions handle m_table; // this table contains default implementations of the // virtual functions in m_table. handle m_default_table; // the type of this class.. determines if it's written in c++ or lua class_type m_class_type; // this is a lua reference that points to the lua table // that is to be used as meta table for all instances // of this class. int m_instance_metatable; std::map m_static_constants; // the first time an operator is invoked // we check the associated lua table // and cache the result int m_operator_cache; cast_graph* m_casts; class_id_map* m_classes; }; bool is_class_rep(lua_State* L, int index); }} //#include #endif // LUABIND_CLASS_REP_HPP_INCLUDED