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* [CPP] Enable and build compliance with cpp20 * Windows build fix * bump fmt version * Updated fmt to 9.1, updated cmake minimum and verified preprocessor stuff works. * Missing : * Fix warning: top-level comma expression in array subscript is deprecated * Fix warning: top-level comma expression in array subscript is deprecated Co-authored-by: KimLS <KimLS@peqtgc.com>
121 lines
3.6 KiB
C++
121 lines
3.6 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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#define LUABIND_BUILDING
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#include <luabind/lua_include.hpp>
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#include <luabind/luabind.hpp>
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#include <luabind/class_info.hpp>
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#include <luabind/detail/class_registry.hpp>
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namespace luabind
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{
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LUABIND_API class_info get_class_info(argument const& o)
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{
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lua_State* L = o.interpreter();
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o.push(L);
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detail::object_rep* obj = detail::get_instance(L, -1);
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if (!obj)
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{
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class_info result;
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result.name = lua_typename(L, lua_type(L, -1));
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lua_pop(L, 1);
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result.methods = newtable(L);
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result.attributes = newtable(L);
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return result;
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}
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lua_pop(L, 1);
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obj->crep()->get_table(L);
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object table(from_stack(L, -1));
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lua_pop(L, 1);
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class_info result;
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result.name = obj->crep()->name();
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result.methods = newtable(L);
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result.attributes = newtable(L);
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std::size_t index = 1;
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for (iterator i(table), e; i != e; ++i)
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{
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if (type(*i) != LUA_TFUNCTION)
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continue;
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// We have to create a temporary `object` here, otherwise the proxy
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// returned by operator->() will mess up the stack. This is a known
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// problem that probably doesn't show up in real code very often.
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object member(*i);
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member.push(L);
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detail::stack_pop pop(L, 1);
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if (lua_tocfunction(L, -1) == &detail::property_tag)
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{
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result.attributes[index++] = i.key();
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}
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else
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{
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result.methods[i.key()] = *i;
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}
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}
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return result;
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}
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LUABIND_API object get_class_names(lua_State* L)
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{
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detail::class_registry* reg = detail::class_registry::get_registry(L);
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std::map<type_id, detail::class_rep*> const& classes = reg->get_classes();
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object result = newtable(L);
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std::size_t index = 1;
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for (std::map<type_id, detail::class_rep*>::const_iterator iter = classes.begin();
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iter != classes.end(); ++iter)
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{
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result[index++] = iter->second->name();
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}
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return result;
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}
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LUABIND_API void bind_class_info(lua_State* L)
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{
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module(L)
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[(
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class_<class_info>("class_info_data")
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.def_readonly("name", &class_info::name)
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.def_readonly("methods", &class_info::methods)
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.def_readonly("attributes", &class_info::attributes),
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def("class_info", &get_class_info),
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def("class_names", &get_class_names)
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)];
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}
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}
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