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integration/luprex/syscpp/lpx-classdb.cpp

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#include "lpx-classdb.hpp"
#include "lpx-table.hpp"
// Get an entry from the class database.
//
// DB, CLASSNAME
// if classname is already present, and is a table, return it.
// if classname is already present, and not a table, error.
// if classname is not present, create and initialize it.
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//
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int lpx_classdb_get(lua_State *L) {
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LpxArg db, classname;
LpxRet classtab;
LpxVar action;
LpxStackManager LSM(L, db, classname, classtab, action);
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LSM.checknometa(db);
luaL_checktype(L, classname, LUA_TSTRING);
LSM.rawget(classtab, db, classname);
if (lua_istable(L, classtab)) {
return LSM.retval();
} else if (!lua_isnil(L, classtab)) {
luaL_error(L, "%s is not a class", lua_tostring(L, classname));
}
LSM.newtable(classtab);
LSM.rawset(db, classname, classtab);
LSM.setfield(classtab, "__index", classtab);
LSM.setfield(classtab, "__class", classname);
LSM.newtable(action);
LSM.setfield(classtab, "action", action);
return LSM.retval();
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}
// Curried version of classdb.get where db is stored in an upvalue.
//
static int lpx_classdb_class(lua_State *L) {
lua_pushvalue(L, lua_upvalueindex(1));
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lua_insert(L, -2);
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return lpx_classdb_get(L);
}
int lpx_classdb_accessor(lua_State *L) {
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luaL_checktype(L, -1, LUA_TTABLE);
lua_pushcclosure(L, LpxArgCheck<1, lpx_classdb_class>, 1);
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return 1;
}
// Reset a class database:
//
// Clear out all classes. Instead of replacing the class tables,
// it simply deletes all keys. That way, if somebody has a pointer
// to a class, the pointer is not invalidated.
//
// Caution: do not reset the global class database!
//
int lpx_classdb_reset(lua_State *L) {
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LpxArg db;
LpxVar classname, classtab, action, key;
LpxStackManager LSM(L, db, classname, classtab, action, key);
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luaL_checktype(L, db, LUA_TTABLE);
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LSM.setnil(classname);
while (LSM.next(db, classname, classtab) != 0) {
if (lua_istable(L, classtab)) {
LSM.setstring(key, "action");
LSM.rawget(action, classtab, key);
if (lua_istable(L, action)) {
lua_pushvalue(L, action);
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lpx_table_clear(L);
} else {
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LSM.newtable(action);
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}
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lua_pushvalue(L, classtab);
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lpx_table_clear(L);
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LSM.setfield(classtab, "__index", classtab);
LSM.setfield(classtab, "__class", classname);
LSM.setfield(classtab, "action", action);
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}
}
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return LSM.retval();
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}
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// Create a classdb. That's just an empty table.
int lpx_classdb_create(lua_State *L) {
lua_newtable(L);
return 1;
}
void luaopen_lpx_classdb(lua_State *L) {
LpxStackManager::reg(L, "classdb", "get", LpxArgCheck<2, lpx_classdb_get>);
LpxStackManager::reg(L, "classdb", "accessor", LpxArgCheck<1, lpx_classdb_accessor>);
LpxStackManager::reg(L, "classdb", "reset", LpxArgCheck<1, lpx_classdb_reset>);
LpxStackManager::reg(L, "classdb", "create", LpxArgCheck<0, lpx_classdb_create>);
// Insert the global function 'class', which is a closure with an upvalue.
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lua_pushstring(L, "class");
lua_pushvalue(L, LUA_GLOBALSINDEX);
lpx_classdb_accessor(L);
lua_rawset(L, LUA_GLOBALSINDEX);
}