Luna Five

Luna Five

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LunaFive  is an enhanced Version of  LunaFour . In contrast to  LunaFour  it works with Lua 5.2 (Also 5.2.1). It is also faster, when it comes to pushing and creating Objects from both Lua and C++. I also restructured Luna to use less memory since an Objects Methods and Properties are only stored once in a whole State. Furthermore, you can take an objects method an store it in a variable, just like any other function. It still refers to the object you read the method from.
       local var = object()
       local varFunc = var.getColor;

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

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

Help & Documentation

I did not have the time yet to document the Wrapper but the use is fairly identical to LunaFour

See Also

The Code

#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, "__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;
	}
};
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