948 lines
32 KiB
C++
948 lines
32 KiB
C++
/////////////////////////////////////////////////////////
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//
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// LUASTACK: See the markdown document "Our In-House
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// Lua API" for more information about what this is.
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//
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/////////////////////////////////////////////////////////
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#pragma once
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#include "util.hpp"
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#include "wrap-string.hpp"
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#include "wrap-set.hpp"
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#include <cstring>
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#include <type_traits>
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#include <cassert>
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#include <optional>
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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#include "eris.h"
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////////////////////////////////////////////////////////////////////
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//
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// LUA TABLE TYPES
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//
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////////////////////////////////////////////////////////////////////
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enum LuaTableType {
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LUA_TT_GENERAL = LUA_NUMTAGS,
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LUA_TT_REGISTRY,
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LUA_TT_GLOBALENV,
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LUA_TT_TANGIBLE,
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LUA_TT_TANGIBLEMETA,
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LUA_TT_CLASS,
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LUA_TT_SENTINEL
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};
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////////////////////////////////////////////////////////////////////
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//
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// LuaToken
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//
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////////////////////////////////////////////////////////////////////
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struct LuaToken {
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public:
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uint64_t value;
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// Get rid of the default constructors.
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//
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template<class T>
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LuaToken(T arg) = delete;
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// Construct a token from a string.
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//
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// If the string is not a valid token, then this
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// initializes the token to the empty token (zero)
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//
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LuaToken(std::string_view s) : value(util::encode_token(s)) {}
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LuaToken(const eng::string &s) : value(util::encode_token(s)) {}
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// Construct a token from a compile-time constant string.
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//
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// It appears that the code below throws an exception if the
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// string not parseable. But in reality, since this function is
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// consteval (evaluated at compile time), the error is
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// generated during the compilation.
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//
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// WARNING: The Lua lexer in llex.c contains a duplicate of the
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// encoding logic (in the '@' token literal case). If you change
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// the encoding in util::encode_token, you must update llex.c to match.
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//
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consteval LuaToken(const char *s) : value(util::encode_token(s)) {
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if (empty()) throw "cannot parse token";
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}
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// Construct a token from an int64.
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//
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LuaToken(uint64_t v) : value(v) {}
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// Construct a token from a void pointer.
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//
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LuaToken(void *v) : value((uint64_t)v) {}
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// Default constructor: construct the empty token.
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//
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LuaToken() : value(0) {}
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// Assignment operator.
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void operator =(const LuaToken &other) { value = other.value; }
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// Empty: return true if the token is zero.
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//
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constexpr bool empty() const { return value == 0; }
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// Compare two tokens for equality.
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//
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bool operator ==(const LuaToken &other) const { return value == other.value; }
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// Convert the token to a void pointer.
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//
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void *voidvalue() const { return (void*)value; }
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// Convert the token to a string.
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//
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eng::string str() const { return util::decode_token(value); }
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};
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////////////////////////////////////////////////////////////////////
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//
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// LuaSlots.
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//
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////////////////////////////////////////////////////////////////////
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class LuaSlot : public eng::nevernew {
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protected:
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int index_;
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constexpr LuaSlot(int n) : index_(n) {}
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public:
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// LuaSlots are normally constructed without arguments.
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// They are uninitialized until the LuaStack constructor runs.
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//
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constexpr LuaSlot() : index_(0) {}
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// You can fetch the stack index from the LuaSlot.
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//
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inline int index() const {
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return index_;
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}
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private:
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// Our code can fetch the stack index using an implicit conversion.
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//
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inline operator int() const {
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return index_;
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}
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friend class LuaCoreStack;
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friend class LuaDefStack;
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friend class LuaExtStack;
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friend class LuaKeywordParser;
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};
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class LuaArg : public LuaSlot {};
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class LuaRet : public LuaSlot {};
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class LuaVar : public LuaSlot {};
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class LuaSpecial : public LuaSlot {
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public:
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constexpr LuaSpecial(int n) : LuaSlot(n) {}
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};
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extern LuaSpecial LuaRegistry;
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////////////////////////////////////////////////////////////////////
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//
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// LuaExtraArgs
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//
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////////////////////////////////////////////////////////////////////
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class LuaExtraArgs {
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private:
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int index_;
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int size_;
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public:
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LuaExtraArgs() : index_(0), size_(0) {}
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LuaExtraArgs(int i, int s) : index_(i), size_(s) {}
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LuaSpecial operator[] (int n) const { return LuaSpecial(index_ + n); }
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int size() const { return size_; }
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friend class LuaCoreStack;
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friend class LuaDefStack;
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};
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////////////////////////////////////////////////////////////////////
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//
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// LuaNil and LuaNewTable
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//
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////////////////////////////////////////////////////////////////////
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class LuaNilMarker {};
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extern LuaNilMarker LuaNil;
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class LuaNewTableMarker {};
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extern LuaNewTableMarker LuaNewTable;
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////////////////////////////////////////////////////////////////////
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//
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// LuaCoreStack
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//
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// This is the common base class for LuaDefStack and LuaExtStack.
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// You should use one of those classes in your code, not this class.
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// However, this class is where all the interesting operators on lua
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// local variables resides.
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//
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////////////////////////////////////////////////////////////////////
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class LuaCoreStack : public eng::nevernew {
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protected:
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lua_State *L_;
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public:
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// Constructor. You should almost never use this, instead,
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// you should construct a LuaDefStack or a LuaExtStack.
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//
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LuaCoreStack(lua_State *L) : L_(L) {}
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// Get the raw pointer to the lua_State.
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//
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lua_State *state() const { return L_; }
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// Turn a Lua value into a C++ value, if possible.
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//
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// If the lua value doesn't match the desired type, then these return
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// an empty optional. The ones that return bool only verify
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// the value's type, they don't actually fetch the value.
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//
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std::optional<bool> tryboolean(LuaSlot s) const;
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std::optional<lua_Integer> tryinteger(LuaSlot s) const;
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std::optional<int> tryint(LuaSlot s) const;
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std::optional<lua_Number> trynumber(LuaSlot s) const;
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std::optional<eng::string> trystring(LuaSlot s) const;
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std::optional<std::string_view> trystringview(LuaSlot s) const;
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std::optional<lua_State*> trythread(LuaSlot s) const;
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std::optional<LuaToken> trytoken(LuaSlot s) const;
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std::optional<util::DXYZ> tryxyz(LuaSlot s) const;
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bool trytable(LuaSlot s) const;
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bool trynil(LuaSlot s) const;
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bool tryfunction(LuaSlot s) const;
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bool trycfunction(LuaSlot s) const;
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bool trytangible(LuaSlot s) const;
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// Turn a lua value into a C++ value, or throw an error.
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//
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// If the lua value doesn't match the desired type,
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// then these throw a lua error. It is invalid to use these
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// outside of a protected context. The argname is used
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// for making a nice error message.
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//
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bool ckboolean(LuaSlot s, const char *argname = "value") const;
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lua_Integer ckinteger(LuaSlot s, const char *argname = "value") const;
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int ckint(LuaSlot s, const char *argname = "value") const;
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lua_Number cknumber(LuaSlot s, const char *argname = "value") const;
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eng::string ckstring(LuaSlot s, const char *argname = "value") const;
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std::string_view ckstringview(LuaSlot s, const char *argname = "value") const;
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lua_State * ckthread(LuaSlot s, const char *argname = "value") const;
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LuaToken cktoken(LuaSlot s, const char *argname = "value") const;
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util::DXYZ ckxyz(LuaSlot s, const char *argname = "value") const;
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void cktable(LuaSlot s, const char *argname = "value") const;
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void cknil(LuaSlot s, const char *argname = "value") const;
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void ckfunction(LuaSlot s, const char *argname = "value") const;
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void ckcfunction(LuaSlot s, const char *argname = "value") const;
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void cktangible(LuaSlot s, const char *argname = "value") const;
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// Check if a lua value can be converted to C++.
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//
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// These functions check if a value can be converted
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// to a C++ value. They don't actually return the C++ value.
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// It is more efficient to use the 'try' or 'ck' functions above if
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// you also want the value.
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//
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bool isboolean(LuaSlot s) const { return lua_type(L_, s) == LUA_TBOOLEAN; }
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bool isinteger(LuaSlot s) const { return bool(tryinteger(s)); }
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bool isint(LuaSlot s) const { return bool(tryint(s)); }
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bool isnumber(LuaSlot s) const { return lua_type(L_, s) == LUA_TNUMBER; }
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bool isstring(LuaSlot s) const { return lua_type(L_, s) == LUA_TSTRING; }
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bool isstringview(LuaSlot s) const { return lua_type(L_, s) == LUA_TSTRING; }
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bool isthread(LuaSlot s) const { return lua_type(L_, s) == LUA_TTHREAD; }
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bool istoken(LuaSlot s) const { return lua_type(L_, s) == LUA_TLIGHTUSERDATA; }
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bool isxyz(LuaSlot s) const { return bool(tryxyz(s)); }
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bool istable(LuaSlot s) const { return lua_istable(L_, s); }
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bool isnil(LuaSlot s) const { return lua_isnil(L_, s); }
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bool isfunction(LuaSlot s) const { return lua_isfunction(L_, s); }
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bool iscfunction(LuaSlot s) const { return lua_iscfunction(L_, s); }
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bool istangible(LuaSlot s) const { return bool(trytangible(s)); }
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// Create a new interpreter using the specified allocator.
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//
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// Typically, the allocator used would be eng::l_alloc.
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// You can also pass nullptr to use a default allocator based
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// on malloc.
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//
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static lua_State *newstate (lua_Alloc allocf);
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// Create a new thread.
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//
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// The target parameter is an output parameter, this will contain
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// the new thread. Also returns a C++ pointer to the thread. Remember
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// that the C++ pointer by itself doesn't prevent garbage collection,
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// you must keep the thread in the LuaSlot or in some other lua data
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// structure to prevent it from getting garbage collected.
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//
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lua_State *newthread(LuaSlot target) const;
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// Get the type of a LuaSlot.
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//
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// Returns one of the standard lua type tags. These include:
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//
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// LUA_TBOOLEAN, LUA_TNUMBER, LUA_TSTRING, LUA_TTABLE, LUA_TFUNCTION,
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// LUA_TTHREAD, LUA_TLIGHTUSERDATA, LUA_TUSERDATA.
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//
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int type(LuaSlot s) const { return lua_type(L_, s); }
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const char *typestr(LuaSlot s) const { return lua_typename(L_, lua_type(L_, s)); }
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// Get the extended type of a LuaSlot.
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//
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// If the variable contains a table, returns one of the LuaTableType
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// constants. Search for this enum above. If it is not a table,
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// returns one of the standard lua type tags. See the 'type'
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// method above.
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//
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int xtype(LuaSlot slot) const;
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// Get the table type of a lua table.
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//
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// Tab must contain a lua table. Returns a value from enum LuaTableType.
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//
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int gettabletype(LuaSlot tab) const;
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// Set the table type of a lua table.
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//
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// Tab must contain a lua table. T must be a value from enum LuaTableType.
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//
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void settabletype(LuaSlot tab, int t) const;
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// Get the length of a lua string.
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//
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// Techically, you can also use this on tables, but it's not recommended.
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// Instead, use 'nkeys' below. The semantics of rawlen on tables
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// is just plain weird: see lua documentation if you are curious.
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//
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int rawlen(LuaSlot val) const;
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// Get the number of key/value pairs in a lua table.
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//
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// This works on any table, even tables where the keys aren't integers.
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//
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int nkeys(LuaSlot tab) const;
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// Get the metatable of a table.
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//
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// Tab must be a table. The metatable of tab is stored in mt.
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//
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bool getmetatable(LuaSlot mt, LuaSlot tab) const;
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// Set the metatable of a table.
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//
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// Tab must be a table. Mt must be a table or nil.
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//
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void setmetatable(LuaSlot tab, LuaSlot mt) const;
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// Remove the metatable from a table.
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//
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// Tab must be a table. The metatable, if any, is removed from tab.
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//
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void clearmetatable(LuaSlot tab) const;
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// Create a new table.
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//
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// The new table is stored in target.
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//
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void newtable(LuaSlot target) const;
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// Create a new table with a storage hint.
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//
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// The new table is stored in target. The new table has space
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// pre-allocated for narr array elements and nrec non-array elements.
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//
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void createtable(LuaSlot target, int narr, int nrec) const;
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// Get the global environment table.
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//
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// The global environment table is stored in gltab.
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//
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void getglobaltable(LuaSlot gltab) const;
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// Delete everything in a table.
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//
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// Tab must be a table. Removes all (key,val) pairs from tab.
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// If clearmeta is true, then the metatable is also removed from tab.
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//
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void cleartable(LuaSlot tab, bool clearmeta) const;
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// Iterate over the key,val pairs in a table.
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//
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// Before the iteration begins, you should initialize 'key' to nil.
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// Then, you should call 'next' to fetch the next key,val pair in
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// the table. You can keep calling 'next' to obtain successive key,val
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// pairs until 'next' returns false.
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//
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// Do not alter 'key' during the iteration, if you do, then the 'next'
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// function will return the wrong next-value.
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//
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bool next(LuaSlot tab, LuaSlot key, LuaSlot val) const;
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// Compile lua code.
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//
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// If the code contains a syntax error, then the result variable
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// is set to the error message, and the error message is returned.
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//
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// If the code is valid, then the result variable is set to a
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// closure, and an empty string is returned.
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//
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// If a syntax error occurs, the error message may contain the
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// token <eof>. If so, the problem is an incomplete expression.
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//
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eng::string load(LuaSlot result, std::string_view code, std::string_view context);
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// Return true if the int64 can be stored losslessly in a lua_Number.
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//
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// Lua numbers are actually double-precision floating point. double
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// can hold integers losslessly as long as they're small enough to
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// fit within the double's mantissa. The mantissa of an IEEE double
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// is big enough to hold a 53-bit integer.
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//
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static bool validinteger(int64_t value) { return (value <= MAXINT) && (value >= -MAXINT); }
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// Return true if the int64 can be stored losslessly and is positive.
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//
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// This returns true if the number is a validinteger (see above), and is
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// a positive number.
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//
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static bool validpositiveinteger(int64_t value) { return (value <= MAXINT) && (value >= 1); }
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// Get the class table and class name of X.
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//
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// The object passed in can be:
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//
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// * A valid class table.
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// * A valid, existing class name.
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// * A tangible that has a class.
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// * A normal table with a class metatable.
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//
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// On success, sets classtab, classname, and clears error.
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// On failure, sets classtab to nil, clears classname, and sets error.
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//
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void getclassinfo(LuaSlot classtab, eng::string &classname, eng::string &error, LuaSlot input) const;
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// Get the class name of X.
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//
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// The object passed in can be:
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//
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// * A valid class table.
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// * A valid, existing class name.
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// * A tangible that has a class.
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// * A normal table with a class metatable.
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//
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// If the object is none of these, returns empty string.
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//
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eng::string classname(LuaSlot x) const;
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// Get the class table of X.
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//
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// The object passed in can be:
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//
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// * A valid class table.
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// * A valid, existing class name.
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// * A tangible that has a class.
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// * A normal table with a class metatable.
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//
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// If there is a problem, returns an error message
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// and sets tab to nil.
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//
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eng::string getclass(LuaSlot tab, LuaSlot obj) const;
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eng::string getclass(LuaSlot tab, std::string_view name) const;
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// Create a class, or look up an existing class.
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//
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// Creates a new class, unless the class already exists.
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// Stores the class in the global environment table, and
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// in the class database. This routine assert-fails if
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// the parameter is not a valid classname.
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//
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void makeclass(LuaSlot tab, LuaSlot name) const;
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void makeclass(LuaSlot tab, std::string_view name) const;
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// Create a tangible, or look up an existing tangible.
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//
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// If the tangible doesn't exist yet, this creates a tangible stub.
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// A stub tangible is an empty table with a metatable containing the
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// tangible's ID. Nothing else is present in the stub. It is up to
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// the World module to transform stubs into full-blown tangibles.
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// Assert-fails if the tangible ID is not a validpositiveinteger.
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//
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void maketan(LuaSlot tab, int64_t id) const;
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// Return true if a tangible is empty, ie, a stub.
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//
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bool tanblank(LuaSlot tab) const;
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|
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// Get the ID of a tangible.
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//
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// This works on both full-blown tangibles and stubs. If tab
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// is not a valid tangible, returns zero.
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//
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int64_t tanid(LuaSlot tab) const;
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|
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// Get the class of a tangible.
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//
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// If the tangible has been assigned a class, then puts the class
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// table into classobj and returns true. Otherwise, sets classobj
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// to nil and returns false.
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//
|
|
bool tangetclass(LuaSlot classobj, LuaSlot tan);
|
|
|
|
// Assign a lua variable.
|
|
//
|
|
// Copies value into target. The 'value' parameter can be a LuaSlot or
|
|
// any lua-convertible C++ type.
|
|
//
|
|
template<typename VT>
|
|
void set(LuaSlot target, VT value) const {
|
|
push_any_value(value);
|
|
lua_replace(L_, target);
|
|
}
|
|
|
|
// Return true if two values are equal.
|
|
//
|
|
// Checks if the two values are equal. Note that in lua, if two strings
|
|
// contain the same text, then they're equal. The 'value' parameter
|
|
// can be a LuaSlot or any lua-convertible C++ type.
|
|
//
|
|
// This could possibly be faster if we were to write some specializations
|
|
// for strings, numbers, and bools.
|
|
//
|
|
template<typename VT>
|
|
bool rawequal(LuaSlot v1, VT value) const {
|
|
push_any_value(value);
|
|
bool result = lua_rawequal(L_, v1, -1);
|
|
lua_pop(L_, 1);
|
|
return result;
|
|
}
|
|
|
|
// Return true if val1 is less than val2.
|
|
//
|
|
// This is NOT the same as the lua_lessthan function. This is a more
|
|
// general function that can compare any two lua objects.
|
|
//
|
|
// Numbers are compared in the obvious numeric manner.
|
|
// Strings are compared alphabetically.
|
|
// Booleans are compared with false being less than true.
|
|
// Tables are all considered equal to other tables.
|
|
// Functions are all considered equal to other functions.
|
|
// Coroutines are all considered equal to other coroutines.
|
|
//
|
|
// Numbers are less than strings.
|
|
// Strings are less than booleans.
|
|
// Booleans are less than functions.
|
|
// Functions are less than coroutines.
|
|
// Coroutines are less than tables.
|
|
//
|
|
// Does not call metamethods.
|
|
//
|
|
bool genlt(LuaSlot val1, LuaSlot val2) const { return lua_genlt(L_, val1, val2); }
|
|
|
|
// Return true if the value is a sortable key.
|
|
//
|
|
// Sortable keys are: strings, booleans, and numbers.
|
|
// These three types can be meaningfully compared using genlt,
|
|
// above. They also can be meaningfully transferred from lua to C++
|
|
// and back without losing anything.
|
|
//
|
|
bool issortablekey(LuaSlot s) const;
|
|
|
|
// Move a sortable key to another lua environment.
|
|
//
|
|
// This is used when you've created two lua interpreters and you
|
|
// want to move data from one to the other. The only kinds of data
|
|
// you can move are strings, booleans, and numbers.
|
|
//
|
|
void movesortablekey(LuaSlot val, LuaCoreStack &other, LuaSlot otherslot);
|
|
|
|
// Fetch a value from a table.
|
|
//
|
|
// Fetches the specified key from the table tab, and stores the
|
|
// result in target. The key parameter can be a LuaSlot or any lua-
|
|
// convertible C++ value.
|
|
//
|
|
template<typename KT>
|
|
void rawget(LuaSlot target, LuaSlot tab, KT key) const {
|
|
push_any_value(key);
|
|
lua_rawget(L_, tab);
|
|
lua_replace(L_, target);
|
|
}
|
|
|
|
// Store a value in a table.
|
|
//
|
|
// Sets the table entry for key to value. The key and val
|
|
// parameters can be LuaSlots, or they can be any lua-convertible
|
|
// C++ value.
|
|
//
|
|
template<typename KT, typename VT>
|
|
void rawset(LuaSlot tab, KT key, VT value) const {
|
|
push_any_value(key);
|
|
push_any_value(value);
|
|
lua_rawset(L_, tab);
|
|
}
|
|
|
|
// Get the 'visited' bit from a lua table.
|
|
//
|
|
bool getvisited(LuaSlot tab) const;
|
|
|
|
// Set the 'visited' bit in a lua table.
|
|
//
|
|
void setvisited(LuaSlot tab, bool visited) const;
|
|
|
|
// This is the largest integer that can be stored in a lua_Number.
|
|
// In other words, any 53-bit number can be stored.
|
|
//
|
|
static const int64_t MAXINT = 0x001FFFFFFFFFFFFF;
|
|
|
|
// Template Specializations.
|
|
//
|
|
// These are all specializations of functions that are defined above.
|
|
// These are typically here purely to make the functions above faster.
|
|
//
|
|
void set(LuaSlot target, LuaSlot value) const {
|
|
lua_copy(L_, value, target);
|
|
}
|
|
|
|
bool rawequal(LuaSlot v1, LuaSlot v2) const {
|
|
return lua_rawequal(L_, v1, v2);
|
|
}
|
|
|
|
void rawget(LuaSlot target, LuaSlot tab, int key) const {
|
|
lua_rawgeti(L_, tab, key);
|
|
lua_replace(L_, target);
|
|
}
|
|
|
|
template<typename VT>
|
|
void rawset(LuaSlot tab, int key, VT value) const {
|
|
push_any_value(value);
|
|
lua_rawseti(L_, tab, key);
|
|
}
|
|
|
|
protected:
|
|
|
|
// Assign slots: this is used by the LuaDefStack and LuaExtStack
|
|
// constructors to assign stack indices to LuaSlots.
|
|
//
|
|
template<class... SS>
|
|
inline void vassign_slots(int retp, int argp, int varp, int extrap, int extrac, LuaRet &v, SS & ... stackslots) {
|
|
v.index_ = retp;
|
|
vassign_slots(retp+1, argp, varp, extrap, extrac, stackslots...);
|
|
}
|
|
template<class... SS>
|
|
inline void vassign_slots(int retp, int argp, int varp, int extrap, int extrac, LuaArg &v, SS & ... stackslots) {
|
|
v.index_ = argp;
|
|
vassign_slots(retp, argp+1, varp, extrap, extrac, stackslots...);
|
|
}
|
|
template<class... SS>
|
|
inline void vassign_slots(int retp, int argp, int varp, int extrap, int extrac, LuaVar &v, SS & ... stackslots) {
|
|
v.index_ = varp;
|
|
vassign_slots(retp, argp, varp+1, extrap, extrac, stackslots...);
|
|
}
|
|
template<class... SS>
|
|
inline void vassign_slots(int retp, int argp, int varp, int extrap, int extrac, LuaExtraArgs &v, SS & ... stackslots) {
|
|
v.index_ = extrap;
|
|
v.size_ = extrac;
|
|
vassign_slots(retp, argp, varp, extrap, extrac, stackslots...);
|
|
}
|
|
inline void vassign_slots(int retp, int argp, int varp, int extrap, int extrac) {}
|
|
|
|
|
|
// Push any value on the stack, by type.
|
|
//
|
|
inline void push_any_value(LuaNewTableMarker s) const { lua_newtable(L_); }
|
|
inline void push_any_value(LuaNilMarker s) const { lua_pushnil(L_); }
|
|
inline void push_any_value(LuaSlot s) const { lua_pushvalue(L_, s); }
|
|
inline void push_any_value(const eng::string &s) const { lua_pushlstring(L_, s.c_str(), s.size()); }
|
|
inline void push_any_value(std::string_view s) const { lua_pushlstring(L_, s.data(), s.size()); }
|
|
inline void push_any_value(const char *s) const { lua_pushstring(L_, s); }
|
|
inline void push_any_value(float s) const { lua_pushnumber(L_, s); }
|
|
inline void push_any_value(double s) const { lua_pushnumber(L_, s); }
|
|
inline void push_any_value(int s) const { lua_pushinteger(L_, s); }
|
|
inline void push_any_value(lua_Integer s) const { lua_pushinteger(L_, s); }
|
|
inline void push_any_value(lua_CFunction s) const { lua_pushcfunction(L_, s); }
|
|
inline void push_any_value(bool b) const { lua_pushboolean(L_, b ? 1:0); }
|
|
inline void push_any_value(LuaToken token) const { lua_pushlightuserdata(L_, (void*)(token.value)); }
|
|
|
|
// Push multiple values on the stack, in order, by type.
|
|
//
|
|
template<typename T0, typename... T>
|
|
void push_any_values(T0 arg0, T... args) {
|
|
push_any_value(arg0);
|
|
push_any_values(args...);
|
|
}
|
|
void push_any_values() {
|
|
}
|
|
|
|
// Throw a lua error message
|
|
void argerr(const char *arg, const char *tp) const;
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Argument Counting Templates.
|
|
//
|
|
// These are internal functions used by LuaDefStack and LuaExtStack
|
|
// to help with the processing of constructor arguments.
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
struct LuaArgCounts {
|
|
int nret;
|
|
int narg;
|
|
int nvar;
|
|
int nextra;
|
|
constexpr LuaArgCounts(int nr, int na, int nv, int ne) : nret(nr), narg(na), nvar(nv), nextra(ne) {}
|
|
constexpr LuaArgCounts operator +(LuaArgCounts b) const {
|
|
return LuaArgCounts(nret + b.nret, narg + b.narg, nvar + b.nvar, nextra + b.nextra);
|
|
}
|
|
};
|
|
|
|
|
|
template<class... Ts>
|
|
struct LuaCountArgs;
|
|
template<>
|
|
struct LuaCountArgs<> {
|
|
static constexpr LuaArgCounts value = LuaArgCounts(0,0,0,0);
|
|
};
|
|
template<class... Ts>
|
|
struct LuaCountArgs<LuaRet, Ts...> {
|
|
static constexpr LuaArgCounts value = LuaArgCounts(1, 0, 0, 0) + LuaCountArgs<Ts...>::value;
|
|
};
|
|
template<class... Ts>
|
|
struct LuaCountArgs<LuaArg, Ts...> {
|
|
static constexpr LuaArgCounts value = LuaArgCounts(0, 1, 0, 0) + LuaCountArgs<Ts...>::value;
|
|
};
|
|
template<class... Ts>
|
|
struct LuaCountArgs<LuaVar, Ts...> {
|
|
static constexpr LuaArgCounts value = LuaArgCounts(0, 0, 1, 0) + LuaCountArgs<Ts...>::value;
|
|
};
|
|
template<class... Ts>
|
|
struct LuaCountArgs<LuaExtraArgs, Ts...> {
|
|
static constexpr LuaArgCounts value = LuaArgCounts(0, 0, 0, 1) + LuaCountArgs<Ts...>::value;
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// LuaDefStack
|
|
//
|
|
// This version of LuaStack should only be used inside a
|
|
// LuaDefine. It handles the passing of arguments from lua
|
|
// to C++, and return values from C++ to lua. See the
|
|
// markdown for more information.
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
class LuaDefStack : public LuaCoreStack {
|
|
private:
|
|
int nret_;
|
|
|
|
|
|
public:
|
|
template<class... SS>
|
|
inline LuaDefStack(lua_State *L, SS & ... stackslots) : LuaCoreStack(L) {
|
|
constexpr LuaArgCounts counts = LuaCountArgs<SS...>::value;
|
|
int nargs = lua_gettop(L);
|
|
if (counts.nextra == 0) {
|
|
if (nargs != counts.narg) {
|
|
luaL_error(L_, "function expects exactly %d arguments", counts.narg);
|
|
}
|
|
} else {
|
|
if (nargs < counts.narg) {
|
|
luaL_error(L_, "function expects at least %d arguments", counts.narg);
|
|
}
|
|
}
|
|
lua_checkstack(L, counts.nret + counts.nvar + 20);
|
|
lua_insert_frame(L, counts.nret + counts.nvar);
|
|
vassign_slots(1, 1 + counts.nret + counts.nvar, 1 + counts.nret, 1 + counts.nret + counts.nvar + counts.narg, nargs - counts.narg, stackslots...);
|
|
nret_ = counts.nret;
|
|
}
|
|
|
|
int result() {
|
|
lua_settop(L_, nret_);
|
|
return nret_;
|
|
}
|
|
|
|
// Tail-call into lua.
|
|
//
|
|
// This is meant to be used as follows: return LS.tailcall(passup, func, arg, arg...)
|
|
//
|
|
// If passup is true, the return value to our caller consists of our
|
|
// LuaRet arguments concatenated to the return values from the tail-call.
|
|
// If passup is false, the return value to our caller consists solely
|
|
// of our LuaRet arguments.
|
|
//
|
|
template<typename... T>
|
|
int tailcall(bool passup, LuaSlot func, T... args) {
|
|
lua_checkstack(L_, nret_ + 20);
|
|
int base = lua_gettop(L_);
|
|
for (int i = 1; i <= nret_; i++) {
|
|
lua_pushvalue(L_, i);
|
|
}
|
|
push_any_value(func);
|
|
int argbase = lua_gettop(L_);
|
|
push_any_values(args...);
|
|
int nargs = lua_gettop(L_) - argbase;
|
|
return tailcall_internal(passup, base, nargs);
|
|
}
|
|
|
|
~LuaDefStack() { }
|
|
|
|
private:
|
|
int tailcall_internal(bool passup, int base, int nargs);
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// LuaExtStack
|
|
//
|
|
// This version of LuaStack is meant to be used in any context where
|
|
// you want to assign stack slots to some LuaVars, and then you want
|
|
// to automatically deallocate those LuaVars when the LuaExtStack
|
|
// goes out of scope. See the markdown for more information.
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
class LuaExtStack : public LuaCoreStack {
|
|
private:
|
|
int oldtop_;
|
|
|
|
public:
|
|
template<class... SS>
|
|
LuaExtStack(lua_State *L, SS & ... stackslots) : LuaCoreStack(L) {
|
|
constexpr LuaArgCounts counts = LuaCountArgs<SS...>::value;
|
|
static_assert(counts.narg == 0, "LuaExtStack only allows LuaVar, not LuaArg");
|
|
static_assert(counts.nret == 0, "LuaExtStack only allows LuaVar, not LuaRet");
|
|
static_assert(counts.nextra == 0, "LuaExtStack only allows LuaVar, not LuaExtraArgs");
|
|
lua_checkstack(L_, counts.nvar + 20);
|
|
oldtop_ = lua_gettop(L_);
|
|
for (int i = 0; i < counts.nvar; i++) {
|
|
lua_pushnil(L_);
|
|
}
|
|
vassign_slots(0, 0, oldtop_ + 1, 0, 0, stackslots...);
|
|
}
|
|
|
|
template<class... SS>
|
|
LuaExtStack(const LuaCoreStack &LS0, SS & ... stackslots) : LuaCoreStack(LS0.state(), stackslots...) {}
|
|
|
|
int oldtop() const { return oldtop_; }
|
|
|
|
~LuaExtStack() {
|
|
if (!lua_isthrowing(L_)) {
|
|
if (lua_gettop(L_) > oldtop_) {
|
|
lua_settop(L_, oldtop_);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// The Lua Constant Registry
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
class LuaConstantReg : public eng::nevernew {
|
|
private:
|
|
const char *name_;
|
|
const char *docs_;
|
|
LuaToken tokenvalue_;
|
|
lua_Number numbervalue_;
|
|
LuaConstantReg *next_;
|
|
|
|
public:
|
|
static LuaConstantReg *All;
|
|
LuaConstantReg(const char *name, const char *docs, LuaToken tokenvalue, lua_Number numbervalue);
|
|
|
|
const char *get_name() const { return name_; }
|
|
const char *get_docs() const { return docs_; }
|
|
LuaToken get_tokenvalue() const { return tokenvalue_; }
|
|
lua_Number get_numbervalue() const { return numbervalue_; }
|
|
LuaConstantReg *next() const { return next_; }
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// The Lua Function Registry
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
class LuaFunctionReg : public eng::nevernew {
|
|
private:
|
|
const char *name_;
|
|
const char *args_;
|
|
const char *docs_;
|
|
bool sandbox_;
|
|
lua_CFunction func_;
|
|
LuaFunctionReg *next_;
|
|
|
|
public:
|
|
static LuaFunctionReg *All;
|
|
LuaFunctionReg(const char *name, const char *args, const char *docs, bool sand, lua_CFunction f);
|
|
static const LuaFunctionReg *lookup(lua_CFunction fn);
|
|
|
|
const char *get_name() const { return name_; }
|
|
const char *get_args() const { return args_; }
|
|
const char *get_docs() const { return docs_; }
|
|
lua_CFunction get_func() const { return func_; }
|
|
bool get_sandbox() const { return sandbox_; }
|
|
LuaFunctionReg *next() const { return next_; }
|
|
void set_func(lua_CFunction fn) { func_ = fn; }
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// LuaDefine and friends.
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
#define LuaTokenConstant(name, tvalue, docs) \
|
|
LuaToken ltoken_##name(tvalue); \
|
|
LuaConstantReg reg_##name(#name, docs, LuaToken(tvalue), 0);
|
|
|
|
#define LuaNumberConstant(name, nvalue, docs) \
|
|
lua_Number lnumber_##name(nvalue); \
|
|
LuaConstantReg reg_##name(#name, docs, LuaToken(), nvalue);
|
|
|
|
#define LuaDefine(name, args, docs) \
|
|
int lfn_##name(lua_State *L); \
|
|
const char *lfnarg_##name = args; \
|
|
const char *lfndoc_##name = docs; \
|
|
LuaFunctionReg reg_##name(#name, lfnarg_##name, lfndoc_##name, false, lfn_##name); \
|
|
int lfn_##name(lua_State *L)
|
|
|
|
#define LuaDefineAlias(name1, name2) \
|
|
LuaFunctionReg reg_##name1(#name1, lfnarg_##name2, lfndoc_##name2, false, lfn_##name2); \
|
|
|
|
#define LuaDefineBuiltin(name, args, docs) \
|
|
LuaFunctionReg reg_##name(#name, args, docs, false, nullptr);
|
|
|
|
#define LuaSandboxBuiltin(name, args, docs) \
|
|
LuaFunctionReg reg_##name(#name, args, docs, true, nullptr);
|
|
|
|
#define LuaStringify(x) #x
|
|
#define LuaAssert(L, x) if (!(x)) { luaL_error((L), "Assert failed: %s (file %s line %d)", LuaStringify(x), __FILE__, __LINE__); }
|
|
#define LuaAssertStrEq(L, x, y) { eng::string _s1_(x); eng::string _s2_(y); if (_s1_ != _s2_) luaL_error((L), "Assert failed: value=%s (file %s line %d)", _s1_.c_str(), __FILE__, __LINE__); }
|