class_rep.hpp
来自「这是整套横扫千军3D版游戏的源码」· HPP 代码 · 共 400 行
HPP
400 行
// 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>
#endif
namespace 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?