213 lines
6.3 KiB
C++

// 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 <string>
#include <utility>
#include <vector>
#include <luabind/config.hpp>
#include <luabind/lua_include.hpp>
#include <luabind/detail/garbage_collector.hpp>
#include <luabind/detail/operator_id.hpp>
#include <luabind/detail/class_registry.hpp>
#include <luabind/error.hpp>
#include <luabind/handle.hpp>
#include <luabind/detail/primitives.hpp>
#include <luabind/typeid.hpp>
#include <luabind/detail/ref.hpp>
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<void*, void*> 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<base_info>& 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:
// Code common to both constructors
void shared_init(lua_State * L);
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<base_info> 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<const char*, int, ltstr> 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;
};
LUABIND_API bool is_class_rep(lua_State* L, int index);
}
}
#endif // LUABIND_CLASS_REP_HPP_INCLUDED