protot/3rdparty/rbdl/addons/luamodel/luatables.h

262 lines
6.3 KiB
C++

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