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* Ensure sufficient stack size * Fix Warning * Fix formatting * Rename variable and add docs
110 lines
3.1 KiB
C++
110 lines
3.1 KiB
C++
#ifndef LUA_REFERENCE_H
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#define LUA_REFERENCE_H
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#pragma once
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#include "LuaHeaders.h"
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#include <memory>
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namespace luacpp {
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class UniqueLuaReference;
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/**
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* @brief A lua reference
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*
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* Use this if you want to
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*/
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typedef std::shared_ptr<UniqueLuaReference> LuaReference;
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/**
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* @brief A lua-value reference.
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*
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* Wraps a reference to a lua-value. This object may only be owned by one owner. If you need reference sharing then
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* LuaReference should be used.
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*/
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class UniqueLuaReference {
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private:
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lua_State* _luaState;
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int _reference;
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public:
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/**
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* @brief Initializes a lua reference.
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*
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* Sets the lua_State which will be used to hold the reference and the actual reference value.
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*
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* @param state The lua_State where the reference points to a value.
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* @param reference The reference value, should be >= 0.
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*
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* @warning Do not call this directly. Use UniqueLuaReference::create instead.
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*/
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UniqueLuaReference(lua_State* state, int reference);
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/**
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* @brief Creates a lua-reference.
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*
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* Copies the value at @c position and creates a reference to it. Also replaces
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* the value at that position with the copied value.
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*
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* @param state The state to create the reference in.
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* @param position The stack position of the value, defaults to the top of the stack (-1).
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* @return The UniqueLuaReference instance which got created.
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*/
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static LuaReference create(lua_State* state, int position = -1);
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/**
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* @brief Copies another lua reference
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* There is no copy-constructor as unintentional copying could lead to excessive creation and deletion of lua references
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*
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* @param other The other pointer
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* @return luacpp::UniqueLuaReferencePtr The new reference pointer
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*/
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static LuaReference copy(const LuaReference& other);
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/**
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* @brief Default constructor, initializes an invalid reference
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*/
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UniqueLuaReference();
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/**
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* @brief Releases the lua reference.
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*/
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~UniqueLuaReference();
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UniqueLuaReference(const UniqueLuaReference&) = delete;
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UniqueLuaReference& operator=(const UniqueLuaReference&) = delete;
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UniqueLuaReference(UniqueLuaReference&& other) noexcept;
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UniqueLuaReference& operator=(UniqueLuaReference&& other) noexcept;
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lua_State* getState() { return _luaState; }
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/**
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* @brief Gets the actual reference number.
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* @return The reference number
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*/
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int getReference() const;
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/**
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* @brief Checks if the reference is valid.
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* @return @c true when valid, @c false otherwise.
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*/
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bool isValid() const;
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/**
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* @brief Removes the Lua reference
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* @return @c true when the reference was removed @c false otherwise
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*/
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bool removeReference();
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/**
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* @brief Pushes the referenced value onto the stack.
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* @param thread A specific thread state to push the value to. nullptr for the default state of this reference
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* @param manualStackAllocation Set to true if you manually allocate sufficient stack size before calling this function. Keep false unless you know what you are doing.
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*/
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void pushValue(lua_State* thread, bool manualStackAllocation = false) const;
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};
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}
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#endif // LUA_REFERENCE_H
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