Luna 五

lua-users home
wiki

LunaFiveLunaFour 的增强版。与 LunaFour 相比,它支持 Lua 5.2(最高到 5.3!)。这个库在从 Lua 和 C++ 推送和创建对象方面也更快。我还重构了 Luna 以使用更少的内存,因为对象的 方法和属性在整个状态中只存储一次。此外,您可以获取对象的 方法并将其存储在变量中,就像任何其他函数一样。它仍然引用您从中读取 方法的对象。
       local var = object()
       local varFunc = var.getColor;

       varFunc();     -- Calls var.getColor()

       varFunc( 35 ); -- Calls var.getColor( 35 )

帮助和文档

我还没有时间记录包装器,但使用方式与 LunaFour 相当一致。

另请参阅

代码

#include "lua.hpp"
#include <string.h> // For strlen

template < class T > class Luna {
  public:

    struct PropertyType {
	const char     *name;
	int             (T::*getter) (lua_State *);
	int             (T::*setter) (lua_State *);
    };

    struct FunctionType {
	const char     *name;
	int             (T::*func) (lua_State *);
    };

/*
  @ check
  Arguments:
    * L - Lua State
    * narg - Position to check

  Description:
    Retrieves a wrapped class from the arguments passed to the func, specified by narg (position).
    This func will raise an exception if the argument is not of the correct type.
*/
    static T* check(lua_State * L, int narg)
	{
		T** obj = static_cast <T **>(luaL_checkudata(L, narg, T::className));
		if ( !obj )
			return nullptr; // lightcheck returns nullptr if not found.
		return *obj;		// pointer to T object
	}

/*
  @ lightcheck
  Arguments:
    * L - Lua State
    * narg - Position to check

  Description:
    Retrieves a wrapped class from the arguments passed to the func, specified by narg (position).
    This func will return nullptr if the argument is not of the correct type.  Useful for supporting
    multiple types of arguments passed to the func
*/ 
	static T* lightcheck(lua_State * L, int narg) {
		T** obj = static_cast <T **>(luaL_testudata(L, narg, T::className));
		if ( !obj )
			return nullptr; // lightcheck returns nullptr if not found.
		return *obj;		// pointer to T object
    }

/*
  @ Register
  Arguments:
    * L - Lua State
    * namespac - Namespace to load into

  Description:
    Registers your class with Lua.  Leave namespac "" if you want to load it into the global space.
*/
    // REGISTER CLASS AS A GLOBAL TABLE 
    static void Register(lua_State * L, const char *namespac = NULL ) {

		if ( namespac && strlen(namespac) )
		{
			lua_getglobal(L, namespac);
			if( lua_isnil(L,-1) ) // Create namespace if not present
			{
				lua_newtable(L);
				lua_pushvalue(L,-1); // Duplicate table pointer since setglobal pops the value
				lua_setglobal(L,namespac);
			}
			lua_pushcfunction(L, &Luna < T >::constructor);
			lua_setfield(L, -2, T::className);
			lua_pop(L, 1);
		} else {
			lua_pushcfunction(L, &Luna < T >::constructor);
			lua_setglobal(L, T::className);
		}
		
		luaL_newmetatable(L, T::className);
		int             metatable = lua_gettop(L);
		
		lua_pushstring(L, "__gc");
		lua_pushcfunction(L, &Luna < T >::gc_obj);
		lua_settable(L, metatable);
		
		lua_pushstring(L, "__tostring");
		lua_pushcfunction(L, &Luna < T >::to_string);
		lua_settable(L, metatable);

		lua_pushstring(L, "__eq");		// To be able to compare two Luna objects (not natively possible with full userdata)
		lua_pushcfunction(L, &Luna < T >::equals);
		lua_settable(L, metatable);

		lua_pushstring(L, "__index");
		lua_pushcfunction(L, &Luna < T >::property_getter);
		lua_settable(L, metatable);

		lua_pushstring(L, "__newindex");
		lua_pushcfunction(L, &Luna < T >::property_setter);
		lua_settable(L, metatable);
		
		for (int i = 0; T::properties[i].name; i++) { 				// Register some properties in it
			lua_pushstring(L, T::properties[i].name);				// Having some string associated with them
			lua_pushnumber(L, i); 									// And a number indexing which property it is
			lua_settable(L, metatable);
		}
		
		for (int i = 0; T::methods[i].name; i++) {
			lua_pushstring(L, T::methods[i].name); 					// Register some functions in it
			lua_pushnumber(L, i | ( 1 << 8 ) );						// Add a number indexing which func it is
			lua_settable(L, metatable);								//
		}
    }

/*
  @ constructor (internal)
  Arguments:
    * L - Lua State
*/
    static int constructor(lua_State * L)
	{
		T*  ap = new T(L);
		T** a = static_cast<T**>(lua_newuserdata(L, sizeof(T *))); // Push value = userdata
		*a = ap;
		
		luaL_getmetatable(L, T::className); 		// Fetch global metatable T::classname
		lua_setmetatable(L, -2);
		return 1;
    }

/*
  @ createNew
  Arguments:
    * L - Lua State
	T*	- Instance to push

  Description:
    Loads an instance of the class into the Lua stack, and provides you a pointer so you can modify it.
*/
    static void push(lua_State * L, T* instance )
	{
		T **a = (T **) lua_newuserdata(L, sizeof(T *)); // Create userdata
		*a = instance;
		
		luaL_getmetatable(L, T::className);
		
		lua_setmetatable(L, -2);
    }

/*
  @ property_getter (internal)
  Arguments:
    * L - Lua State
*/
    static int property_getter(lua_State * L)
	{
		lua_getmetatable(L, 1); // Look up the index of a name
		lua_pushvalue(L, 2);	// Push the name
		lua_rawget(L, -2);		// Get the index
		
		if (lua_isnumber(L, -1)) { // Check if we got a valid index
			
			int _index = lua_tonumber(L, -1);
			
			T** obj = static_cast<T**>(lua_touserdata(L, 1));
			
			lua_pushvalue(L, 3);
			
			if( _index & ( 1 << 8 ) ) // A func
			{
				lua_pushnumber(L, _index ^ ( 1 << 8 ) ); // Push the right func index
				lua_pushlightuserdata(L, obj);
				lua_pushcclosure(L, &Luna < T >::function_dispatch, 2);
				return 1; // Return a func
			}
			
			lua_pop(L,2);    // Pop metatable and _index
			lua_remove(L,1); // Remove userdata
			lua_remove(L,1); // Remove [key]
			
			return ((*obj)->*(T::properties[_index].getter)) (L);
		}
		
		return 1;
    }

/*
  @ property_setter (internal)
  Arguments:
    * L - Lua State
*/
    static int property_setter(lua_State * L)
	{
		
		lua_getmetatable(L, 1); // Look up the index from name
		lua_pushvalue(L, 2);	//
		lua_rawget(L, -2);		//
		
		if ( lua_isnumber(L, -1) ) // Check if we got a valid index
		{
			
			int _index = lua_tonumber(L, -1);
			
			T** obj = static_cast<T**>(lua_touserdata(L, 1));
			
			if( !obj || !*obj )
			{
				luaL_error( L , "Internal error, no object given!" );
				return 0;
			}
			
			if( _index >> 8 ) // Try to set a func
			{
				char c[128];
				sprintf( c , "Trying to set the method [%s] of class [%s]" , (*obj)->T::methods[_index ^ ( 1 << 8 ) ].name , T::className );
				luaL_error( L , c );
				return 0;
			}
			
			lua_pop(L,2);    // Pop metatable and _index
			lua_remove(L,1); // Remove userdata
			lua_remove(L,1); // Remove [key]
			
			return ((*obj)->*(T::properties[_index].setter)) (L);
		}
		
		return 0;
    }

/*
  @ function_dispatch (internal)
  Arguments:
    * L - Lua State
*/
    static int function_dispatch(lua_State * L)
	{
		int i = (int) lua_tonumber(L, lua_upvalueindex(1));
		T** obj = static_cast < T ** >(lua_touserdata(L, lua_upvalueindex(2)));
		
		return ((*obj)->*(T::methods[i].func)) (L);
    }

/*
  @ gc_obj (internal)
  Arguments:
    * L - Lua State
*/
    static int gc_obj(lua_State * L)
	{
		T** obj = static_cast < T ** >(lua_touserdata(L, -1));
		
		if( obj && *obj )
			delete(*obj);
		
		return 0;
    }
	
	static int to_string(lua_State* L)
	{
		T** obj = static_cast<T**>(lua_touserdata(L, -1));
		
		if( obj )
			lua_pushfstring(L, "%s (%p)", T::className, (void*)*obj);
		else
			lua_pushstring(L,"Empty object");
		
		return 1;
	}

	/*
	 * Method which compares two Luna objects.
	 * The full userdatas (as opposed to light userdata) can't be natively compared one to other, we have to had this to do it.
	 */
	static int equals(lua_State* L)
	{
		T** obj1 = static_cast<T**>(lua_touserdata(L, -1));
		T** obj2 = static_cast<T**>(lua_touserdata(L, 1));

		lua_pushboolean(L, *obj1 == *obj2);

		return 1;
	}
};

最近更改 · 偏好设置
编辑 · 历史记录
最后编辑于 2015 年 2 月 10 日上午 9:05 GMT (差异)