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LuaVariable.inl
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// Copyright � 2013 Tom Tondeur
//
// This file is part of LuaLink.
//
// LuaLink is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// LuaLink is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with LuaLink. If not, see <http://www.gnu.org/licenses/>.
#include <lua.hpp>
#include "LuaStack.hpp"
namespace LuaLink
{
namespace detail {
namespace LuaVariable {
template<typename T>
//Callbacks to get and set variables in Lua, comparable to auto-properties in C#
struct Implementation
{
static int get(lua_State* L) {
lua_pushinteger(L, *static_cast<T*>(lua_touserdata(L, lua_upvalueindex(1))));
return 1;
}
static int set(lua_State* L) {
*static_cast<T*>(lua_touserdata(L, lua_upvalueindex(1))) = LuaStack::getVariable<T>(L, 1);
return 1;
}
};
//Intermediate format to store variables as they wait to be commited to Lua
struct Unsafe_VariableWrapper
{
template<typename T>
Unsafe_VariableWrapper(T* pVar, const char* name) : Data(static_cast<void*>(pVar)),
Name(name),
Getter(Implementation<T>::get),
Setter(Implementation<T>::set) {}
void* Data;
lua_CFunction Getter;
lua_CFunction Setter;
const char* Name;
};
extern void Register_Impl(Unsafe_VariableWrapper&&);
}
}
template<typename T>
// // Register a variable of type T, will be automatically registered for a class if done so in the appropriate member function
void LuaVariable::Register(T& var, const char* varName)
{
detail::LuaVariable::Register_Impl(detail::LuaVariable::Unsafe_VariableWrapper(&var, varName));
}
}
#ifdef LUALINK_DEFINE
#include <vector>
namespace LuaLink {
namespace detail {
namespace LuaVariable {
//Temporary container for variables that haven't been commited yet
std::vector<Unsafe_VariableWrapper>& VariablesToCommit() {
static std::vector<Unsafe_VariableWrapper> s;
return s;
}
void Register_Impl(Unsafe_VariableWrapper&& v) {
VariablesToCommit().push_back(std::forward<Unsafe_VariableWrapper>(v));
}
}
}
void LuaVariable::Commit(lua_State* pLuaState, int tableIdx)
{
using namespace detail::LuaVariable;
//For each variable
for(auto& elem : VariablesToCommit())
{
//Push string to the stack when registering for a table, so we can call settable later
if(tableIdx != 0)
lua_pushstring(pLuaState, elem.Name);
//Create new table to hold 'get' and 'set' methods
lua_newtable(pLuaState);
//Push getter
lua_pushstring(pLuaState, "get");
lua_pushlightuserdata(pLuaState, elem.Data);
lua_pushcclosure(pLuaState, elem.Getter, 1);
lua_settable(pLuaState, -3);
//Push setter
lua_pushstring(pLuaState, "set");
lua_pushlightuserdata(pLuaState, elem.Data);
lua_pushcclosure(pLuaState, elem.Setter, 1);
lua_settable(pLuaState, -3);
//Set as global or as field in a table
if(tableIdx == 0)
lua_setglobal(pLuaState, elem.Name);
else
lua_settable(pLuaState, tableIdx);
}
//Flush the cache of variables to commit so this can be re-used
VariablesToCommit().clear();
}
}
#endif //LUALINK_DEFINE