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class_rep.hpp - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\luabind\detail\class_rep.hpp
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// 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
#include
#include
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#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
#endif namespace luabind { template
struct bases {}; typedef bases
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
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
& 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
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
& properties() const; typedef std::map
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
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
m_methods; // datamembers, some members may be readonly, and // only have a getter function std::map
m_getters; std::map
m_setters; std::vector
m_operators[number_of_operators]; // the operators in lua void(*m_destructor)(void*); void(*m_const_holder_destructor)(void*); std::map
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
#endif // LUABIND_CLASS_REP_HPP_INCLUDED
class_rep.hpp
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