コード例 #1
0
//----------------------------------------------------------------//
int MOAILuaObject::_gc ( lua_State* L ) {

	MOAILuaState state ( L );
	MOAILuaObject* self = ( MOAILuaObject* )state.GetPtrUserData ( 1 );
	self->mCollected = true;
	
	if ( MOAILuaRuntime::IsValid ()) {
	
		if ( self->mFinalizer ) {
			self->mFinalizer.PushRef ( state );
			if ( state.IsType ( -1, LUA_TFUNCTION )) {
				state.DebugCall ( 0, 0 );
			}
			else if ( state.IsType ( -1, LUA_TSTRING )) {
				printf ( "%s\n", state.GetValue < cc8* >( -1, "" ));
			}
			else {
				state.Pop ( 1 );
			}
			self->mFinalizer.Clear ();
		}
		
		if ( MOAILuaRuntime::Get ().mReportGC ) {
			printf ( "GC %s <%p>\n", self->TypeName (), self );
		}
	}
	
	if ( self->GetRefCount () == 0 ) {
		delete ( self );
	}
	return 0;
}
コード例 #2
0
//----------------------------------------------------------------//
int MOAILuaObject::_tostring ( lua_State* L ) {

	MOAILuaState state ( L );

	MOAILuaObject* data = ( MOAILuaObject* )state.GetPtrUserData ( 1 );
	if ( data ) {
		
		STLString str;
		
		lua_getfield ( state, 1, "getClassName" );
		if ( state.IsType ( -1, LUA_TFUNCTION )) {
		
			lua_pushvalue ( state, 1 );
			state.DebugCall ( 1, 1 );
			cc8* classname = state.GetValue < cc8* >( -1, "" );
			str.write ( "%p <%s>", data, classname );
			state.Push ( str );
			return 1;
		}
		
		str.write ( "%p <%s>", data, data->TypeName ());
		state.Push ( str );
		return 1;
	}
	return 0;
}
コード例 #3
0
ファイル: MOAILuaRuntime.cpp プロジェクト: flimshaw/moai-dev
//----------------------------------------------------------------//
int MOAILuaRuntime::_debugCall ( lua_State* L ) {

	MOAILuaState state ( L );

	state.DebugCall ( 0, 0 );

	return 0;
}
コード例 #4
0
//----------------------------------------------------------------//
int MOAILuaClass::_new ( lua_State* L ) {

	// upvalues:
	// 1: interface table
	// 2: original 'new'

	MOAILuaState state ( L );
	
	lua_pushvalue ( L, lua_upvalueindex ( 2 ));
	if ( state.IsType ( -1, LUA_TFUNCTION )) {
	
		// call the original new
		state.DebugCall ( 0, 1 );
		
		if ( state.IsType ( -1, LUA_TUSERDATA )) {
		
			// get the ref table
			if ( lua_getmetatable ( state, -1 )) {
				
				// get the member table
				if ( lua_getmetatable ( state, -1 )) {
				
					// get the interface table
					lua_pushvalue ( L, lua_upvalueindex ( 1 ));
					
					// set the interface table as the metatable
					lua_setmetatable ( L, -2 );
					
					// done with the member table
					lua_pop ( L, 1 );
				}
				// done with the ref table
				lua_pop ( L, 1 );
			}
		}
		return 1;
	}
	return 0;
}
コード例 #5
0
ファイル: MOAIEnvironment.cpp プロジェクト: Chenhx/moai-dev
//----------------------------------------------------------------//
void MOAIEnvironment::SetValue ( lua_State* L ) {

	MOAILuaState state ( L );

	int top = state.GetTop ();

	this->PushLuaClassTable ( state );
		
	state.CopyToTop ( -3 ); // key
	state.CopyToTop ( -3 ); // value
	
	lua_settable ( state, -3 );
	state.Pop ( 1 );
	
	if ( this->PushListener ( EVENT_VALUE_CHANGED, state )) {
	
		state.CopyToTop ( -3 ); // key
		state.CopyToTop ( -3 ); // value
		
		state.DebugCall ( 2, 0 );
	}
	
	top = state.GetTop ();
}
コード例 #6
0
//----------------------------------------------------------------//
int MOAILuaClass::_extendFactory ( lua_State* L ) {

	MOAILuaState state ( L );

	// upvalues:
	// 1: class table
	// 2: interface table

	// clone the class table
	state.CloneTable ( lua_upvalueindex ( 1 ));
	
	// add getClassName to class table
	lua_pushvalue ( L, 1 );
	lua_pushcclosure ( L, _getUpvalue, 1 );
	lua_setfield ( L, -2, "getClassName" );
	
	// clone the interface table
	state.CloneTable ( lua_upvalueindex ( 2 ));
	
	// set the interface table as its own __index
	lua_pushvalue ( state, -1 );
	lua_setfield ( state, -2, "__index" );
	
	// add getClass to interface table
	lua_pushvalue ( L, -2 );
	lua_pushcclosure ( L, _getUpvalue, 1 );
	lua_setfield ( L, -2, "getClass" );
	
	// add getClassName to interface table
	lua_pushvalue ( L, 1 );
	lua_pushcclosure ( L, _getUpvalue, 1 );
	lua_setfield ( L, -2, "getClassName" );
	
	// stack:
	// -1: interface table
	// -2: class table
	
	// copy the extended interface table
	lua_pushvalue ( L, -1 );

	// get and push the original factory method
	lua_pushvalue ( L, lua_upvalueindex ( 1 ));
	lua_getfield ( L, -1, "new" );
	lua_replace ( L, -2 );

	// push the 'new' function with the interface table and original factory method as upvalues
	lua_pushcclosure ( L, _new, 2 );
	
	// set the extended 'new' method into the class table
	lua_setfield ( L, -3, "new" );
	
	// stack:
	// -1: interface table
	// -2: class table
	
	// now copy the extended class and interface tables
	lua_pushvalue ( L, -2 );
	lua_pushvalue ( L, -2 );
	
	// push the 'extend' method with the extended class and interface tables as upvalues
	lua_pushcclosure ( L, _extendFactory, 2 );
	
	// set the extended 'extend' method into the class table
	lua_setfield ( L, -3, "extend" );
	
	// stack:
	// -1: interface table
	// -2: class table
	
	// init the getInterfaceTable method
	lua_pushvalue ( L, -1 );
	lua_pushcclosure ( state, _getInterfaceTable, 1 );
	lua_setfield ( state, -3, "getInterfaceTable" );
	
	// stack:
	// -1: interface table
	// -2: class table

	// call the extender
	if ( state.IsType ( 2, LUA_TFUNCTION )) {
		lua_pushvalue ( L, 2 ); // function
		lua_pushvalue ( L, -2 ); // interface table
		lua_pushvalue ( L, -4 ); // class table
		lua_pushvalue ( L, lua_upvalueindex ( 2 )); // super interface table
		lua_pushvalue ( L, lua_upvalueindex ( 1 )); // super class table
		state.DebugCall ( 4, 0 );
	}

	// stack:
	// -1: interface table
	// -2: class table
	
	lua_pop ( L, 1 );
	
	// stack:
	// -1: class table

	// and we're done
	cc8* classname = state.GetValue < cc8* >( 1, "" );
	lua_setglobal ( state, classname );
	return 0;
}
コード例 #7
0
//----------------------------------------------------------------//
int MOAILuaClass::_extendSingleton ( lua_State* L ) {

	MOAILuaState state ( L );
	
	// upvalues:
	// 1: singleton userdata
	// 2: class table
	
	// set the userdata
	MOAILuaObject* luaData = ( MOAILuaObject* )state.GetPtrUserData ( lua_upvalueindex ( 1 ));
	state.PushPtrUserData ( luaData );
	
	// clone the class table
	state.CloneTable ( lua_upvalueindex ( 2 ));
	
	lua_pushvalue ( state, -1 );
	lua_setfield ( state, -2, "__index" );

	lua_pushvalue ( state, -1 );
	lua_setfield ( state, -2, "__newindex" );
	
	// add getClassName to class table
	lua_pushvalue ( L, 1 );
	lua_pushcclosure ( L, _getUpvalue, 1 );
	lua_setfield ( L, -2, "getClassName" );
	
	// copy the extended userdata
	lua_pushvalue ( L, -2 );
	
	// copy the extended table
	lua_pushvalue ( L, -2 );
	
	// push the 'extend' method with the singleton userdata and extended class table upvalues
	lua_pushcclosure ( L, _extendSingleton, 2 );
	
	// set the extended 'extend' method...
	lua_setfield ( L, -2, "extend" );

	// stack:
	// -1: extended class table
	// -2: extended userdata
	
	// call the extender
	if ( state.IsType ( 2, LUA_TFUNCTION )) {
		lua_pushvalue ( L, 2 );
		lua_pushvalue ( L, -2 );
		lua_pushvalue ( L, lua_upvalueindex ( 2 ));
		state.DebugCall ( 2, 0 );
	}
	
	// stack:
	// -1: extended class table
	// -2: extended userdata
	
	// set the table as a metatable on the userdata
	lua_setmetatable ( L, -2 );
	
	// and we're done
	cc8* classname = state.GetValue < cc8* >( 1, "" );
	lua_setglobal ( state, classname );
	return 0;
}