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