class_rep.hpp.svn-base

来自「本人找过多个在linux下c++的lua5.1封装库,但很少.luabind已经」· SVN-BASE 代码 · 共 400 行

SVN-BASE
400
字号
// 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 <boost/limits.hpp>#include <boost/preprocessor/repetition/enum_params_with_a_default.hpp>#include <utility>#include <list>#include <luabind/config.hpp>#include <luabind/detail/object_rep.hpp>#include <luabind/detail/construct_rep.hpp>#include <luabind/detail/garbage_collector.hpp>#include <luabind/detail/operator_id.hpp>#include <luabind/detail/class_registry.hpp>#include <luabind/detail/find_best_match.hpp>#include <luabind/detail/get_overload_signature.hpp>#include <luabind/error.hpp>#include <luabind/handle.hpp>#include <luabind/detail/primitives.hpp>#ifdef BOOST_MSVC// msvc doesn't have two-phase, but requires// method_rep (and overload_rep) to be complete// because of its std::list implementation.// gcc on the other hand has two-phase but doesn't// require method_rep to be complete.#include <luabind/detail/method_rep.hpp>#endifnamespace luabind{	template<BOOST_PP_ENUM_PARAMS_WITH_A_DEFAULT(LUABIND_MAX_BASES, class A, detail::null_type)>	struct bases {};	typedef bases<detail::null_type> no_bases;}namespace luabind { namespace detail{	struct method_rep;	LUABIND_API std::string stack_content_by_name(lua_State* L, int start_index);	int construct_lua_class_callback(lua_State* L);	struct class_registration;		// 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 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		};#ifndef NDEBUG		std::string class_info_string(lua_State*) const;#endif		// destructor is a lua callback function that is hooked as garbage collector event on every instance		// of this class (including those that is not owned by lua). It gets an object_rep as argument		// on the lua stack. It should delete the object pointed to by object_rep::ptr if object_pre::flags		// is object_rep::owner (which means that lua owns the object)		// EXPECTS THE TOP VALUE ON THE LUA STACK TO		// BE THE USER DATA WHERE THIS CLASS IS BEING		// INSTANTIATED!		class_rep(LUABIND_TYPE_INFO type			, const char* name			, lua_State* L			, void(*destructor)(void*)			, void(*const_holder_destructor)(void*)			, LUABIND_TYPE_INFO holder_type			, LUABIND_TYPE_INFO const_holder_type			, void*(*extractor)(void*)			, const void*(*const_extractor)(void*)			, void(*const_converter)(void*,void*)			, void(*construct_holder)(void*,void*)			, void(*construct_const_holder)(void*,void*)			, void(*default_construct_holder)(void*)			, void(*default_construct_const_holder)(void*)			, void(*adopt_fun)(void*)			, int holder_size			, int holder_alignment);		// 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;		// called from the metamethod for __index		// the object pointer is passed on the lua stack		int gettable(lua_State* L);		// called from the metamethod for __newindex		// the object pointer is passed on the lua stack		bool settable(lua_State* L);		// this is called as __index metamethod on every instance of this class		static int gettable_dispatcher(lua_State* L);		// this is called as __newindex metamethod on every instance of this class		static int settable_dispatcher(lua_State* L);		static int operator_dispatcher(lua_State* L);		// this is called as metamethod __call on the class_rep.		static int constructor_dispatcher(lua_State* L);		static int function_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(LUABIND_TYPE_INFO t) { m_type = t; }		LUABIND_TYPE_INFO type() const throw() { return m_type; }		LUABIND_TYPE_INFO holder_type() const throw() { return m_holder_type; }		LUABIND_TYPE_INFO const_holder_type() const throw() { return m_const_holder_type; }		bool has_holder() const throw() { return m_construct_holder != 0; }		const char* name() const throw() { return m_name; }		// the lua reference to this class_rep		// TODO: remove//		int self_ref() const throw() { return m_self_ref; }		// 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); }		void(*destructor() const)(void*) { return m_destructor; }		void(*const_holder_destructor() const)(void*) { return m_const_holder_destructor; }		typedef const void*(*t_const_extractor)(void*);		t_const_extractor const_extractor() const { return m_const_extractor; }		typedef void*(*t_extractor)(void*);		t_extractor extractor() const { return m_extractor; }		void(*const_converter() const)(void*,void*) { return m_const_converter; }		class_type get_class_type() const { return m_class_type; }		void add_static_constant(const char* name, int val);		void add_method(detail::method_rep const& m);		void register_methods(lua_State* L);		// takes a pointer to the instance object		// and if it has a wrapper, the wrapper		// will convert its weak_ptr into a strong ptr.		void adopt(bool const_obj, void* obj);		static int super_callback(lua_State* L);		static int lua_settable_dispatcher(lua_State* L);		static int construct_lua_class_callback(lua_State* L);		// called from the metamethod for __index		// obj is the object pointer		static int lua_class_gettable(lua_State* L);		// called from the metamethod for __newindex		// obj is the object pointer		static int lua_class_settable(lua_State* L);		// called from the metamethod for __index		// obj is the object pointer		static int static_class_gettable(lua_State* L);		void* convert_to(LUABIND_TYPE_INFO target_type, const object_rep* obj, void*) const;		bool has_operator_in_lua(lua_State*, int id);		// this is used to describe setters and getters		struct callback		{			boost::function2<int, lua_State*, int> func;#ifndef LUABIND_NO_ERROR_CHECKING			int (*match)(lua_State*, int);			typedef void(*get_sig_ptr)(lua_State*, std::string&);			get_sig_ptr sig;#endif			int pointer_offset;		};		const std::map<const char*, callback, ltstr>& properties() const;		typedef std::map<const char*, callback, ltstr> property_map;		int holder_alignment() const		{			return m_holder_alignment;		}		int holder_size() const		{			return m_holder_size;		}		void set_holder_alignment(int n)		{			m_holder_alignment = n;		}		void set_holder_size(int n)		{			m_holder_size = n;		}			void derived_from(const class_rep* base)		{			m_holder_alignment = base->m_holder_alignment;			m_holder_size = base->m_holder_size;			m_holder_type = base->m_holder_type;			m_const_holder_type = base->m_const_holder_type;			m_extractor = base->m_extractor;			m_const_extractor = base->m_const_extractor;			m_const_converter = base->m_const_converter;			m_construct_holder = base->m_construct_holder;			m_construct_const_holder = base->m_construct_const_holder;			m_default_construct_holder = base->m_default_construct_holder;			m_default_construct_const_holder = base->m_default_construct_const_holder;		}		struct operator_callback: public overload_rep_base		{			inline void set_fun(int (*f)(lua_State*)) { func = f; }			inline int call(lua_State* L) { return func(L); }			inline void set_arity(int arity) { m_arity = arity; }		private:			int(*func)(lua_State*);		};			private:		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.		LUABIND_TYPE_INFO m_type;		LUABIND_TYPE_INFO m_holder_type;		LUABIND_TYPE_INFO m_const_holder_type;		// this function pointer is used if the type is held by		// a smart pointer. This function takes the type we are holding		// (the held_type, the smart pointer) and extracts the actual		// pointer.		void*(*m_extractor)(void*);		const void*(*m_const_extractor)(void*);		void(*m_const_converter)(void*, void*);		// this function is used to construct the held_type		// (the smart pointer). The arguments are the memory		// in which it should be constructed (with placement new)		// and the raw pointer that should be wrapped in the		// smart pointer		typedef void(*construct_held_type_t)(void*,void*);		construct_held_type_t m_construct_holder;		construct_held_type_t m_construct_const_holder;			typedef void(*default_construct_held_type_t)(void*);		default_construct_held_type_t m_default_construct_holder;		default_construct_held_type_t m_default_construct_const_holder;		typedef void(*adopt_t)(void*);		adopt_t m_adopt_fun;		// this is the size of the userdata chunk		// for each object_rep of this class. We		// need this since held_types are constructed		// in the same memory (to avoid fragmentation)		int m_holder_size;		int m_holder_alignment;		// 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;		// contains signatures and construction functions		// for all constructors		construct_rep m_constructor;		// 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;		// ***** the maps below contains all members in this class *****		// list of methods. pointers into this list is put in the m_table and		// m_default_table for access. The struct contains the function-		// signatures for every overload		std::list<method_rep> m_methods;		// datamembers, some members may be readonly, and		// only have a getter function		std::map<const char*, callback, ltstr> m_getters;		std::map<const char*, callback, ltstr> m_setters;		std::vector<operator_callback> m_operators[number_of_operators]; // the operators in lua		void(*m_destructor)(void*);		void(*m_const_holder_destructor)(void*);		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;	};	bool is_class_rep(lua_State* L, int index);}}//#include <luabind/detail/overload_rep_impl.hpp>#endif // LUABIND_CLASS_REP_HPP_INCLUDED

⌨️ 快捷键说明

复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?