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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\src\scope.cpp
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// Copyright (c) 2004 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. #include
#include
#include
#include
#include
namespace luabind { namespace detail { registration::registration() : m_next(0) { } registration::~registration() { delete m_next; } } // namespace detail scope::scope() : m_chain(0) { } scope::scope(std::auto_ptr
reg) : m_chain(reg.release()) { } scope::scope(scope const& other) : m_chain(other.m_chain) { const_cast
(other).m_chain = 0; } scope::~scope() { delete m_chain; } scope& scope::operator,(scope s) { if (!m_chain) { m_chain = s.m_chain; s.m_chain = 0; return *this; } for (detail::registration* c = m_chain;; c = c->m_next) { if (!c->m_next) { c->m_next = s.m_chain; s.m_chain = 0; break; } } return *this; } void scope::register_(lua_State* L) const { for (detail::registration* r = m_chain; r != 0; r = r->m_next) { LUABIND_CHECK_STACK(L); r->register_(L); } } } // namespace luabind namespace luabind { namespace { struct lua_pop_stack { lua_pop_stack(lua_State* L) : m_state(L) { } ~lua_pop_stack() { lua_pop(m_state, 1); } lua_State* m_state; }; } // namespace unnamed module_::module_(lua_State* L, char const* name = 0) : m_state(L) , m_name(name) { } void module_::operator[](scope s) { if (m_name) { lua_pushstring(m_state, m_name); lua_gettable(m_state, LUA_GLOBALSINDEX); if (!lua_istable(m_state, -1)) { lua_pop(m_state, 1); lua_newtable(m_state); lua_pushstring(m_state, m_name); lua_pushvalue(m_state, -2); lua_settable(m_state, LUA_GLOBALSINDEX); } } else { lua_pushvalue(m_state, LUA_GLOBALSINDEX); } lua_pop_stack guard(m_state); s.register_(m_state); } struct namespace_::registration_ : detail::registration { registration_(char const* name) : m_name(name) { } void register_(lua_State* L) const { LUABIND_CHECK_STACK(L); assert(lua_gettop(L) >= 1); lua_pushstring(L, m_name); lua_gettable(L, -2); detail::stack_pop p(L, 1); // pops the table on exit if (!lua_istable(L, -1)) { lua_pop(L, 1); lua_newtable(L); lua_pushstring(L, m_name); lua_pushvalue(L, -2); lua_settable(L, -4); } m_scope.register_(L); } char const* m_name; scope m_scope; }; namespace_::namespace_(char const* name) : scope(std::auto_ptr
( m_registration = new registration_(name))) { } namespace_& namespace_::operator[](scope s) { m_registration->m_scope.operator,(s); return *this; } } // namespace luabind
scope.cpp
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