x
Yes
No
Do you want to visit DriveHQ English website?
Inicio
Características
Precios
Prueba gratuita
Software cliente
Acerca de nosotros
Servidor de archivos
|
Solución de copias de seguridad
|
Servidor FTP
|
Servidor de correo electrónico
|
Alojamiento web
|
Software cliente
Servidor de archivos
Solución de copia de seguridad
Servidor FTP
Servidor de correo electrónico
Alojamiento web
Software cliente
class_registry.cpp - Hosted on DriveHQ Cloud IT Platform
Arriba
Subir
Descargar
Compartir
Publicar
Nueva carpeta
Nuevo archivo
Copiar
Cortar
Eliminar
Pegar
Clasificación
Actualizar
Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\src\class_registry.cpp
Girar
Efecto
Propiedad
Historial
// Copyright (c) 2004 Daniel Wallin // 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 { namespace { void add_operator_to_metatable(lua_State* L, int op_index) { lua_pushstring(L, get_operator_name(op_index)); lua_pushstring(L, get_operator_name(op_index)); lua_pushboolean(L, op_index == op_unm); lua_pushcclosure(L, &class_rep::operator_dispatcher, 2); lua_settable(L, -3); } int create_cpp_class_metatable(lua_State* L) { lua_newtable(L); // mark the table with our (hopefully) unique tag // that says that the user data that has this // metatable is a class_rep lua_pushstring(L, "__luabind_classrep"); lua_pushboolean(L, 1); lua_rawset(L, -3); lua_pushstring(L, "__gc"); lua_pushcclosure( L , &garbage_collector_s< detail::class_rep >::apply , 0); lua_rawset(L, -3); lua_pushstring(L, "__call"); lua_pushcclosure(L, &class_rep::constructor_dispatcher, 0); lua_rawset(L, -3); lua_pushstring(L, "__index"); lua_pushcclosure(L, &class_rep::static_class_gettable, 0); lua_rawset(L, -3); lua_pushstring(L, "__newindex"); lua_pushcclosure(L, &class_rep::lua_settable_dispatcher, 0); lua_rawset(L, -3); return detail::ref(L); } int create_cpp_instance_metatable(lua_State* L) { lua_newtable(L); // just indicate that this really is a class and not just // any user data lua_pushstring(L, "__luabind_class"); lua_pushboolean(L, 1); lua_rawset(L, -3); // __index and __newindex will simply be references to the // class_rep which in turn has it's own metamethods for __index // and __newindex lua_pushstring(L, "__index"); lua_pushcclosure(L, &class_rep::gettable_dispatcher, 0); lua_rawset(L, -3); lua_pushstring(L, "__newindex"); lua_pushcclosure(L, &class_rep::settable_dispatcher, 0); lua_rawset(L, -3); lua_pushstring(L, "__gc"); lua_pushcclosure(L, detail::object_rep::garbage_collector, 0); lua_rawset(L, -3); lua_pushstring(L, "__gettable"); lua_pushcclosure(L, &class_rep::static_class_gettable, 0); lua_rawset(L, -3); for (int i = 0; i < number_of_operators; ++i) add_operator_to_metatable(L, i); // store a reference to the instance-metatable in our class_rep assert((lua_type(L, -1) == LUA_TTABLE) && "internal error, please report"); return detail::ref(L); } int create_lua_class_metatable(lua_State* L) { lua_newtable(L); lua_pushstring(L, "__luabind_classrep"); lua_pushboolean(L, 1); lua_rawset(L, -3); lua_pushstring(L, "__gc"); lua_pushcclosure( L , &detail::garbage_collector_s< detail::class_rep >::apply , 0); lua_rawset(L, -3); lua_pushstring(L, "__newindex"); lua_pushcclosure(L, &class_rep::lua_settable_dispatcher, 0); lua_rawset(L, -3); lua_pushstring(L, "__call"); lua_pushcclosure(L, &class_rep::construct_lua_class_callback, 0); lua_rawset(L, -3); lua_pushstring(L, "__index"); lua_pushcclosure(L, &class_rep::static_class_gettable, 0); lua_rawset(L, -3); return detail::ref(L); } int create_lua_instance_metatable(lua_State* L) { lua_newtable(L); // just indicate that this really is a class and not just // any user data lua_pushstring(L, "__luabind_class"); lua_pushboolean(L, 1); lua_rawset(L, -3); lua_pushstring(L, "__index"); lua_pushcclosure(L, &class_rep::lua_class_gettable, 0); lua_rawset(L, -3); lua_pushstring(L, "__newindex"); lua_pushcclosure(L, &class_rep::lua_class_settable, 0); lua_rawset(L, -3); lua_pushstring(L, "__gc"); lua_pushcclosure(L, detail::object_rep::garbage_collector, 0); lua_rawset(L, -3); for (int i = 0; i < number_of_operators; ++i) add_operator_to_metatable(L, i); // store a reference to the instance-metatable in our class_rep return detail::ref(L); } int create_lua_function_metatable(lua_State* L) { lua_newtable(L); lua_pushstring(L, "__gc"); lua_pushcclosure( L , detail::garbage_collector_s< detail::free_functions::function_rep >::apply , 0); lua_rawset(L, -3); return detail::ref(L); } } // namespace unnamed class class_rep; class_registry::class_registry(lua_State* L) : m_cpp_instance_metatable(create_cpp_instance_metatable(L)) , m_cpp_class_metatable(create_cpp_class_metatable(L)) , m_lua_instance_metatable(create_lua_instance_metatable(L)) , m_lua_class_metatable(create_lua_class_metatable(L)) , m_lua_function_metatable(create_lua_function_metatable(L)) { } class_registry* class_registry::get_registry(lua_State* L) { #ifdef LUABIND_NOT_THREADSAFE // if we don't have to be thread safe, we can keep a // chache of the class_registry pointer without the // need of a mutex static lua_State* cache_key = 0; static class_registry* registry_cache = 0; if (cache_key == L) return registry_cache; #endif lua_pushstring(L, "__luabind_classes"); lua_gettable(L, LUA_REGISTRYINDEX); class_registry* p = static_cast
(lua_touserdata(L, -1)); lua_pop(L, 1); #ifdef LUABIND_NOT_THREADSAFE cache_key = L; registry_cache = p; #endif return p; } void class_registry::add_class(LUABIND_TYPE_INFO info, class_rep* crep) { // class is already registered assert((m_classes.find(info) == m_classes.end()) && "you are trying to register a class twice"); m_classes[info] = crep; } class_rep* class_registry::find_class(LUABIND_TYPE_INFO info) const { std::map
::const_iterator i( m_classes.find(info)); if (i == m_classes.end()) return 0; // the type is not registered return i->second; } }} // namespace luabind::detail
class_registry.cpp
Dirección de la página
Dirección del archivo
Anterior
3/21
Siguiente
Descargar
( 8 KB )
Comments
Total ratings:
0
Average rating:
No clasificado
of 10
Would you like to comment?
Join now
, or
Logon
if you are already a member.