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fs2open.github.com/code/scripting/lua/LuaValue.h
T
asarium 1484ddbe77 Convert scripting value setting to using placement-new
This commit changes the way the scripting API works by properly using
the newly available type information for moving the FSO resources into
the memory supplied by lua. This has full support for rvalue references
which will make it possible to use move-only types with the scripting
API.

This also makes the API much safer to use since it doesn't use pointers
to local values anymore which made it very hard to use the API in a
different context without causing issues.

This only covers writing the FSO values to Lua. Getting values back is
not covered yet.
2018-11-18 12:43:39 +01:00

242 lines
5.2 KiB
C++

#ifndef LUAVALUE_H
#define LUAVALUE_H
#pragma once
#include "LuaConvert.h"
#include "LuaReference.h"
#include "LuaException.h"
#include "LuaHeaders.h"
#include <memory>
#include <cstdint>
#include <csetjmp>
namespace luacpp {
/**
* @brief The values of a LuaValue
*/
enum class ValueType {
NONE,
NIL,
BOOLEAN,
LIGHTUSERDATA,
STRING,
NUMBER,
TABLE,
FUNCTION,
USERDATA,
THREAD
};
/**
* @brief Represents a Lua-value
*
* This class holds a reference to a lua value and provides type checking to ensure that the value is still the same.
*/
class LuaValue {
public:
/**
* @brief Creates a LuaValue.
* This is done by pushing the value onto the lua stack and creating a reference to it.
*
* @param state The lua state
* @param value The value to be referenced
* @return luacpp::LuaValue A new LuaValue instance which references the specified value
*/
template<class ValueType>
static LuaValue createValue(lua_State* state, ValueType&& value) {
LuaValue retVal(state);
convert::pushValue(state, std::forward<ValueType>(value));
retVal.setReference(UniqueLuaReference::create(state));
// Remove the value again
lua_pop(state, 1);
return retVal;
}
static LuaValue createNil(lua_State* L);
/**
* @brief Default constructor, creates an invalid LuaValue
*/
LuaValue() : _luaState(nullptr), _luaType(ValueType::NONE) {}
/**
* @brief Initializes the lua value
*
* The instance does not point to a lua-value after the constructor has finished. To reference
* a value use #setReference(LuaReferencePtr)
*
* @param state The lua state
*/
LuaValue(lua_State* state);
/**
* @brief Copy-constructor
* @param other The other LuaValue.
*/
LuaValue(const LuaValue& other);
/**
* @brief Releases the reference
*/
virtual ~LuaValue();
/**
* @brief Sets a new LuaReference.
*
* @param ref The new lua reference.
*/
virtual void setReference(const LuaReference& ref);
/**
* @brief Gets the LuaReference.
*
* This reference is used to reference the actual lua value.
*
* @return The LuaReference instance.
*/
virtual const LuaReference getReference() const;
/**
* @brief Gets the lua type of this value.
* @return One of the LUA_T* defines.
*/
virtual ValueType getValueType() const;
/**
* @brief Checks if the value is of the specified type.
*
* @return bool @c true when it is, @c false if it isn't.
*/
inline bool is(ValueType check) const { return _luaType == check; }
/**
* @brief Sets a new value, possible changing the type
*
* @param value The new value
*/
template<class Type>
void setValue(const Type& value) {
// Push the new value
convert::pushValue(_luaState, value);
// And create a reference for it
setReference(UniqueLuaReference::create(_luaState));
}
/**
* @brief Gets the value or throws an exception
*
* @return Type The value
*
* @exception LuaException Thrown when the conversion failed.
*/
template<class Type>
Type getValue() const {
_reference->pushValue();
Type target;
if (!convert::popValue(_luaState, target)) {
lua_pop(_luaState, 1);
throw LuaException("Failed to pop value");
} else {
return target;
}
}
/**
* @brief Specifies if the lua value is valid.
*
* @return bool @c true if it can be used and have an underlying reference, @c false otherwise.
*/
bool isValid() const;
/**
* @brief Pushes this lua value onto the stack.
*/
virtual bool pushValue() const;
lua_State* getLuaState() const;
protected:
lua_State* _luaState; //!< The lua state of this value.
LuaReference _reference;
ValueType _luaType;
};
/**
* @brief Checks for equality of the lua values.
* @param lhs The left value
* @param rhs The right lua value.
* @return `true` when the value are equal as specified by the lua "==" operator.
*/
template<typename Type>
bool operator==(const LuaValue& lhs, const Type& rhs) {
lhs.pushValue();
convert::pushValue(lhs.getLuaState(), rhs);
bool result = lua_equal(lhs.getLuaState(), -2, -1) != 0;
lua_pop(lhs.getLuaState(), 2);
return result;
}
/**
* @brief Checks if the other value is bigger than this value.
* @param lhs The left lua value.
* @param rhs The right lua value.
* @return `true` when the second value is bigger than this value as specified
* by lua.
*/
template<typename Type>
bool operator<(const LuaValue& lhs, const Type& rhs) {
lhs.pushValue();
convert::pushValue(lhs.getLuaState(), rhs);
bool result = lua_lessthan(lhs.getLuaState(), -2, -1) != 0;
lua_pop(lhs.getLuaState(), 2);
return result;
}
template<typename Type>
bool operator!=(const LuaValue& lhs, const Type& rhs) {
return !(lhs == rhs);
}
template<typename Type>
bool operator>(const LuaValue& lhs, const Type& rhs) {
return !(lhs <= rhs);
}
template<typename Type>
bool operator<=(const LuaValue& lhs, const Type& rhs) {
return (lhs == rhs) || (lhs < rhs);
}
template<typename Type>
bool operator>=(const LuaValue& lhs, const Type& rhs) {
return !(lhs < rhs);
}
namespace convert {
void pushValue(lua_State* luaState, const LuaValue& value);
bool popValue(lua_State* luaState, LuaValue& target, int stackposition = -1, bool remove = true);
}
}
#endif