Пример #1
0
/**
	Go to the next entry in the table.

	\return Returns true if the iteration is done.
**/
bool LuaStackTableIterator::Next()
{
	// This function is only active if Reset() has been called head.
	luaplus_assert( IsValid() );

	// This is a local helper variable so we don't waste space in the class
	// definition.
	LuaState* state = m_tableObj.GetState();

	// Do any stack management operations.
	if ( m_autoStackManagement )
	{
		state->SetTop( m_startStackIndex + 1 );
	}
	else
	{
		// If this luaplus_assert fires, then you left something on the stack.
		luaplus_assert( state->GetTop() == m_startStackIndex + 1 );
	}

	// Do the Lua table iteration.
	if ( state->Next( m_tableObj ) == 0 )
	{
		// Invalidate the iterator.
		m_startStackIndex = -1;
		return false;
	}

	// The iterator is still valid.
	return true;
}
Пример #2
0
/**
	Start iteration at the beginning of the table.
**/
void LuaStackTableIterator::Reset()
{
	// Start afresh...
	LuaState* state = m_tableObj.GetState();
	m_startStackIndex = state->GetTop();

	// Push the head stack entry.
	state->PushNil();

	// Start the iteration.  If the return value is 0, then the iterator
	// will be invalid.
	if ( state->Next( m_tableObj ) == 0 )
		m_startStackIndex = -1;
}
Пример #3
0
/**
	Invalidates the iterator.  Call this function if you early abort from
	an iteration loop (such as before it hits the end).
**/
void LuaStackTableIterator::Invalidate()
{
	// See if the iterator is already invalid.
	if ( !IsValid() )
		return;

	// This is a local helper variable so we don't waste space in the class
	// definition.
	LuaState* state = m_tableObj.GetState();

	if ( !m_autoStackManagement )
	{
		luaplus_assert( state->GetTop() <= m_startStackIndex + 1 );
	}

	// Set the stack back.
	state->SetTop( m_startStackIndex );

	// Invalidate the iterator.
	m_startStackIndex = -1;
}
Пример #4
0
// LuaDumpObject(file, key, value, alphabetical, indentLevel, maxIndentLevel, writeAll)
extern "C" int LS_LuaDumpObject( lua_State* L )
{
	LuaStateOutFile file;

	LuaState* state = lua_State_To_LuaState(L);
	LuaStack args(state);
	LuaStackObject fileObj = args[1];
	if (fileObj.IsTable()  &&  state->GetTop() == 1)
	{
		LuaObject valueObj(fileObj);
		LuaObject nameObj;
		LuaStateOutString stringFile;
		state->DumpObject(stringFile, NULL, valueObj, LuaState::DUMP_ALPHABETICAL, 0, -1);
		state->PushString(stringFile.GetBuffer());
		return 1;
	}

	const char* fileName = NULL;
	if ( fileObj.IsUserData() )
	{	
		FILE* stdioFile = (FILE *)fileObj.GetUserData();
		file.Assign( stdioFile );
	}
	else if ( fileObj.IsString() )
	{
		fileName = fileObj.GetString();
	}

	LuaObject nameObj = args[2];
	LuaObject valueObj = args[3];
	LuaStackObject alphabeticalObj = args[4];
	LuaStackObject indentLevelObj = args[5];
	LuaStackObject maxIndentLevelObj = args[6];
	LuaStackObject writeAllObj = args[7];
	bool writeAll = writeAllObj.IsBoolean() ? writeAllObj.GetBoolean() : false;
	bool alphabetical = alphabeticalObj.IsBoolean() ? alphabeticalObj.GetBoolean() : true;
	unsigned int maxIndentLevel = maxIndentLevelObj.IsInteger() ? (unsigned int)maxIndentLevelObj.GetInteger() : 0xFFFFFFFF;

	unsigned int flags = (alphabetical ? LuaState::DUMP_ALPHABETICAL : 0) | (writeAll ? LuaState::DUMP_WRITEALL : 0);

	if (fileName)
	{
		if (strcmp(fileName, ":string") == 0)
		{
			LuaStateOutString stringFile;
			state->DumpObject(stringFile, nameObj, valueObj, flags, indentLevelObj.GetInteger(), maxIndentLevel);
			state->PushString(stringFile.GetBuffer());
			return 1;
		}
		else
		{
			state->DumpObject(fileName, nameObj, valueObj, flags, (unsigned int)indentLevelObj.GetInteger(), maxIndentLevel);
		}
	}
	else
	{
		state->DumpObject(file, nameObj, valueObj, flags, (unsigned int)indentLevelObj.GetInteger(), maxIndentLevel);
	}

	return 0;
}
Пример #5
0
Cloud::LuaStackSentry::LuaStackSentry(const LuaState& state)
    : m_state(state)
    , m_stackSize(state.GetTop())
{
}