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stack_content_by_name.cpp - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\src\stack_content_by_name.cpp
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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. #include
#include
using namespace luabind::detail; std::string luabind::detail::stack_content_by_name(lua_State* L, int start_index) { std::string ret; int top = lua_gettop(L); for (int i = start_index; i <= top; ++i) { object_rep* obj = is_class_object(L, i); class_rep* crep = is_class_rep(L, i)?(class_rep*)lua_touserdata(L, i):0; if (obj == 0 && crep == 0) { int type = lua_type(L, i); ret += lua_typename(L, type); } else if (obj) { if (obj->flags() & object_rep::constant) ret += "const "; ret += obj->crep()->name(); } else if (crep) { ret += "<"; ret += crep->name(); ret += ">"; } if (i < top) ret += ", "; } return ret; }
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