262 lines
6.3 KiB
C
262 lines
6.3 KiB
C
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/*
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* LuaTables++
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* Copyright (c) 2013-2014 Martin Felis <martin@fyxs.org>.
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef LUATABLES_H
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#define LUATABLES_H
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#include <iostream>
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#include <assert.h>
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#include <cstdlib>
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#include <string>
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#include <vector>
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#include <rbdl/rbdl_config.h>
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// Forward declaration for Lua
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extern "C" {
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struct lua_State;
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}
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struct RBDL_DLLAPI LuaKey {
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enum Type {
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String,
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Integer
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};
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Type type;
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int int_value;
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std::string string_value;
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bool operator<( const LuaKey& rhs ) const {
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if (type == String && rhs.type == Integer) {
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return false;
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} else if (type == Integer && rhs.type == String) {
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return true;
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} else if (type == Integer && rhs.type == Integer) {
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return int_value < rhs.int_value;
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}
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return string_value < rhs.string_value;
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}
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LuaKey (const char* key_value) :
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type (String),
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int_value (0),
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string_value (key_value) { }
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LuaKey (int key_value) :
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type (Integer),
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int_value (key_value),
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string_value ("") {}
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};
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inline std::ostream& operator<<(std::ostream& output, const LuaKey &key) {
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if (key.type == LuaKey::Integer)
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output << key.int_value << "(int)";
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else
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output << key.string_value << "(string)";
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return output;
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}
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struct RBDL_DLLAPI LuaTable;
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struct RBDL_DLLAPI LuaTableNode;
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struct RBDL_DLLAPI LuaTableNode {
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LuaTableNode() :
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parent (NULL),
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luaTable (NULL),
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key("")
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{ }
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LuaTableNode operator[](const char *child_str) {
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LuaTableNode child_node;
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child_node.luaTable = luaTable;
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child_node.parent = this;
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child_node.key = LuaKey (child_str);
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return child_node;
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}
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LuaTableNode operator[](int child_index) {
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LuaTableNode child_node;
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child_node.luaTable = luaTable;
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child_node.parent = this;
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child_node.key = LuaKey (child_index);
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return child_node;
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}
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bool stackQueryValue();
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void stackPushKey();
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void stackCreateValue();
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void stackRestore();
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LuaTable stackQueryTable();
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LuaTable stackCreateLuaTable();
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std::vector<LuaKey> getKeyStack();
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std::string keyStackToString();
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bool exists();
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void remove();
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size_t length();
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std::vector<LuaKey> keys();
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// Templates for setters and getters. Can be specialized for custom
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// types.
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template <typename T>
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void set (const T &value);
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template <typename T>
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T getDefault (const T &default_value);
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template <typename T>
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T get() {
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if (!exists()) {
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std::cerr << "Error: could not find value " << keyStackToString() << "." << std::endl;
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abort();
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}
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return getDefault (T());
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}
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// convenience operators (assignment, conversion, comparison)
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template <typename T>
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void operator=(const T &value) {
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set<T>(value);
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}
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template <typename T>
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operator T() {
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return get<T>();
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}
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template <typename T>
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bool operator==(T value) {
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return value == get<T>();
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}
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template <typename T>
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bool operator!=(T value) {
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return value != get<T>();
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}
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LuaTableNode *parent;
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LuaTable *luaTable;
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LuaKey key;
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int stackTop;
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};
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template<typename T>
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bool operator==(T value, LuaTableNode node) {
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return value == (T) node;
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}
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template<typename T>
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bool operator!=(T value, LuaTableNode node) {
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return value != (T) node;
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}
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template<> bool LuaTableNode::getDefault<bool>(const bool &default_value);
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template<> double LuaTableNode::getDefault<double>(const double &default_value);
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template<> float LuaTableNode::getDefault<float>(const float &default_value);
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template<> std::string LuaTableNode::getDefault<std::string>(const std::string &default_value);
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template<> void LuaTableNode::set<bool>(const bool &value);
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template<> void LuaTableNode::set<float>(const float &value);
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template<> void LuaTableNode::set<double>(const double &value);
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template<> void LuaTableNode::set<std::string>(const std::string &value);
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/// Reference counting Lua state
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struct RBDL_DLLAPI LuaStateRef {
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LuaStateRef () :
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L (NULL),
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count (0),
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freeOnZeroRefs(true)
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{}
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LuaStateRef* acquire() {
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count = count + 1;
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return this;
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}
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int release() {
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count = count - 1;
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return count;
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}
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lua_State *L;
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unsigned int count;
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bool freeOnZeroRefs;
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};
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struct RBDL_DLLAPI LuaTable {
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LuaTable () :
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filename (""),
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luaStateRef (NULL),
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luaRef(-1),
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L (NULL),
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referencesGlobal (false)
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{}
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LuaTable (const LuaTable &other);
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LuaTable& operator= (const LuaTable &other);
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~LuaTable();
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LuaTableNode operator[] (const char* key) {
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LuaTableNode root_node;
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root_node.key = LuaKey (key);
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root_node.parent = NULL;
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root_node.luaTable = this;
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return root_node;
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}
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LuaTableNode operator[] (int key) {
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LuaTableNode root_node;
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root_node.key = LuaKey (key);
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root_node.parent = NULL;
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root_node.luaTable = this;
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return root_node;
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}
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int length();
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void addSearchPath (const char* path);
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std::string serialize ();
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/// Serializes the data in a predictable ordering.
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std::string orderedSerialize ();
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/// Pushes the Lua table onto the stack of the internal Lua state.
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// I.e. makes the Lua table active that is associated with this
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// LuaTable.
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void pushRef();
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/// Pops the Lua table from the stack of the internal Lua state.
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// Cleans up a previous pushRef()
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void popRef();
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static LuaTable fromFile (const char *_filename);
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static LuaTable fromLuaExpression (const char* lua_expr);
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static LuaTable fromLuaState (lua_State *L);
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std::string filename;
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LuaStateRef *luaStateRef;
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int luaRef;
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lua_State *L;
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bool referencesGlobal;
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};
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/* LUATABLES_H */
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#endif
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