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/* $Id: LuaListTable.cpp,v 1.5 2002/12/21 17:34:02 tharibo Exp $
**
** Ark - Libraries, Tools & Programs for MMORPG developpements.
** Copyright (C) 1999-2002 The Contributors of the Ark Project
** Please see the file "AUTHORS" for a list of contributors
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <assert.h>
#include <Modules/Lua/LuaListTable.h>
namespace Ark
{
/****************************************************************************
* Construct a LuaTable, the table being at the given index.
*
* There should be a problem here if the table is not created from scratch
* with the factory... There may be elements in the table but they will be
* replaced by some calls to addElement(). We should handle this here and in
* the factory...
****************************************************************************/
LuaListTable::LuaListTable(lua_State* L, int index)
: LuaTable(L, index), m_LastIndex(-1)
{
}
/****************************************************************************
* Destructor
****************************************************************************/
LuaListTable::~LuaListTable()
{
}
/****************************************************************************
* Add an element to the list
*
* \param element The element to add.
****************************************************************************/
void LuaListTable::addElement(double element)
{
lua_pushnumber(m_L, element);
lua_rawseti(m_L, m_Index, ++m_LastIndex);
}
/****************************************************************************
* Add an element to the list
*
* \param element The element to add.
****************************************************************************/
void LuaListTable::addElement(const char* element)
{
lua_pushstring(m_L, element);
lua_rawseti(m_L, m_Index, ++m_LastIndex);
}
/****************************************************************************
* Add an element to the list
*
* \param element The element to add.
****************************************************************************/
void LuaListTable::addElement(void* element)
{
lua_pushuserdata(m_L, element);
lua_rawseti(m_L, m_Index, ++m_LastIndex);
}
/****************************************************************************
* Add an element to the list
*
* \param element The element to add.
****************************************************************************/
void LuaListTable::addElement(const LuaTable& element)
{
// Copy the given table at the top of the stack, than add it in our table.
lua_pushvalue(m_L, element.index());
lua_rawseti(m_L, m_Index, ++m_LastIndex);
}
/****************************************************************************
* Constructs a LuaListTable from scratch. This creates a new table on the
* stack.
*
* \param L The lua state where we are going to create the table.
****************************************************************************/
LuaListTable* LuaListTable::createTable(lua_State* L)
{
lua_newtable(L);
return new LuaListTable(L, -1);
}
}
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