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#ifndef LUA_REFERENCE_H
#define LUA_REFERENCE_H
#pragma once
#include "LuaHeaders.h"
#include <memory>
namespace luacpp {
class UniqueLuaReference;
/**
* @brief A lua reference
*
* Use this if you want to
*/
typedef std::shared_ptr<UniqueLuaReference> LuaReference;
/**
* @brief A lua-value reference.
*
* Wraps a reference to a lua-value. This object may only be owned by one owner. If you need reference sharing then
* LuaReference should be used.
*/
class UniqueLuaReference {
private:
lua_State* _luaState;
int _reference;
public:
/**
* @brief Initializes a lua reference.
*
* Sets the lua_State which will be used to hold the reference and the actual reference value.
*
* @param state The lua_State where the reference points to a value.
* @param reference The reference value, should be >= 0.
*
* @warning Do not call this directly. Use UniqueLuaReference::create instead.
*/
UniqueLuaReference(lua_State* state, int reference);
/**
* @brief Creates a lua-reference.
*
* Copies the value at @c position and creates a reference to it. Also replaces
* the value at that position with the copied value.
*
* @param state The state to create the reference in.
* @param position The stack position of the value, defaults to the top of the stack (-1).
* @return The UniqueLuaReference instance which got created.
*/
static LuaReference create(lua_State* state, int position = -1);
/**
* @brief Copies another lua reference
* There is no copy-constructor as unintentional copying could lead to excessive creation and deletion of lua references
*
* @param other The other pointer
* @return luacpp::UniqueLuaReferencePtr The new reference pointer
*/
static LuaReference copy(const LuaReference& other);
/**
* @brief Default constructor, initializes an invalid reference
*/
UniqueLuaReference();
/**
* @brief Releases the lua reference.
*/
~UniqueLuaReference();
UniqueLuaReference(const UniqueLuaReference&) = delete;
UniqueLuaReference& operator=(const UniqueLuaReference&) = delete;
UniqueLuaReference(UniqueLuaReference&& other) noexcept;
UniqueLuaReference& operator=(UniqueLuaReference&& other) noexcept;
lua_State* getState() { return _luaState; }
/**
* @brief Gets the actual reference number.
* @return The reference number
*/
int getReference() const;
/**
* @brief Checks if the reference is valid.
* @return @c true when valid, @c false otherwise.
*/
bool isValid() const;
/**
* @brief Removes the Lua reference
* @return @c true when the reference was removed @c false otherwise
*/
bool removeReference();
/**
* @brief Pushes the referenced value onto the stack.
* @param thread A specific thread state to push the value to. nullptr for the default state of this reference
* @param manualStackAllocation Set to true if you manually allocate sufficient stack size before calling this function. Keep false unless you know what you are doing.
*/
void pushValue(lua_State* thread, bool manualStackAllocation = false) const;
};
}
#endif // LUA_REFERENCE_H
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