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/* $Id: LuaTable.h,v 1.3 2003/01/10 20:17:20 tharibo Exp $
**
** Ark - Libraries, Tools & Programs for MMORPG developpements.
** Copyright (C) 1999-2000 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.
*/
#ifndef LUA_TABLE_H
#define LUA_TABLE_H
extern "C"
{
#include <lua.h>
}
#include <Modules/Lua/ArkLua.h>
namespace Ark
{
/**
* \brief Wraps a Lua table.
* \author tharibo tharibo@nekeme.net
*
* This class is used to handle tables when writing functions called from Lua
* code. It should be destroyed at the end of the function.
*/
class ARKLUA_DLL_API LuaTable
{
public:
/**
* Construct a LuaTable, the table being at the given index.
*/
LuaTable(lua_State* L, int index = -1);
/**
* Destructor
*/
virtual ~LuaTable();
/**
* Return the table's index on the stack
*/
int index() const;
/**
* The following functions get a value of the table on the stack, given
* the key of the value in the table.
*
* TODO: add other types as keys...
* TODO: add the CFunction type.
*/
/**
* Read a number in the table.
*
* \param key The key of the element to get in the table.
* \return The value at the given key or 0 if the value is not a number
* or is not a string convertible to a number.
*/
double getNumber(double key);
/**
* Read a string in the table.
*
* \param key The key of the element to get in the table.
* \return The value (a string or a number) at the given key or 0 if the
* value isn't a string or a number.
*
* \bug In fact, it is not a bug but... Well, here is it ;-) Lua strings
* may have embeddend \0 insided them, whereas the real string continues.
* This function doesn't handle the problem. There should be a subclass
* LuaStringTable that handles a table of strings, or a LuaString class
* that return a correct string given the index of the string in the
* stack. Feel free to write these functions if they don't exist and you
* need them... ;-)
*/
const char* getString(double key);
/**
* Read a user data in the table.
*
* \param key The key of the element to get in the table.
* \return A pointer to some userdata, or 0 if the value in the table is
* not of luatype \e userdata.
*/
void* getUserData(double key);
/**
* Read a table in the table.
*
* \param key The key of the element to get in the table.
* \return A pointer on a LuaTable or 0 if there's no table at the given
* key.
*/
LuaTable* getTable(double key);
/**
* The following functions add element to the table at a given key.
* TODO: add more types...
*/
void addElement(const char* key, double value);
/**
* Use this function to test if the value at the given key is nil.
*
* \param key The value's key in the table.
* \return True if the value at the given key is nil.
*/
bool isNil(double key);
/**
* Use this function if you think that the get*() functions of this class
* are not efficient for your purpose. It pushes the value at the given
* table's key on the stack. You may then use the classical lua
* functions...
*
* \param key The key of the element to get in the table.
*/
void pushElementAt(double key);
/**
* Constructs a LuaTable from scratch. This creates a new table on the
* stack.
*
* \param L The lua state where we are going to create the table.
*/
static LuaTable* createTable(lua_State* L);
protected:
/**
* The lua state
*/
lua_State* m_L;
/**
* The index of the table in the stack
*/
int m_Index;
};
}
#endif
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