// Copyright (c) 2003 Daniel Wallin and Arvid Norberg
// 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 LUABIND_CLASS_REP_HPP_INCLUDED
#define LUABIND_CLASS_REP_HPP_INCLUDED
#include <boost/limits.hpp>
#include <boost/preprocessor/repetition/enum_params_with_a_default.hpp>
#include <utility>
#include <luabind/config.hpp>
#include <luabind/detail/object_rep.hpp>
#include <luabind/detail/construct_rep.hpp>
#include <luabind/detail/garbage_collector.hpp>
#include <luabind/detail/operator_id.hpp>
#include <luabind/detail/signature_match.hpp>
#include <luabind/detail/class_registry.hpp>
#include <luabind/detail/find_best_match.hpp>
#include <luabind/detail/get_overload_signature.hpp>
#include <luabind/detail/error.hpp>
#include <luabind/detail/method_rep.hpp>
namespace luabind
{
template<BOOST_PP_ENUM_PARAMS_WITH_A_DEFAULT(LUABIND_MAX_BASES, class A, detail::null_type)>
struct bases {};
typedef bases<detail::null_type> no_bases;
struct class_base;
}
namespace luabind { namespace detail
{
struct method_rep;
LUABIND_API std::string stack_content_by_name(lua_State* L, int start_index);
int construct_lua_class_callback(lua_State* L);
// this is class-specific information, poor man's vtable
// this is allocated statically (removed by the compiler)
// a pointer to this structure is stored in the lua tables'
// metatable with the name __classrep
// it is used when matching parameters to function calls
// to determine possible implicit casts
// it is also used when finding the best match for overloaded
// methods
class LUABIND_API class_rep
{
friend struct luabind::class_base;
friend int super_callback(lua_State*);
//TODO: avoid the lua-prefix
friend int lua_class_gettable(lua_State*);
friend int lua_class_settable(lua_State*);
friend int static_class_gettable(lua_State*);
public:
enum class_type
{
cpp_class = 0,
lua_class = 1
};
// destructor is a lua callback function that is hooked as garbage collector event on every instance
// of this class (including those that is not owned by lua). It gets an object_rep as argument
// on the lua stack. It should delete the object pointed to by object_rep::ptr if object_pre::flags
// is object_rep::owner (which means that lua owns the object)
// EXPECTS THE TOP VALUE ON THE LUA STACK TO
// BE THE USER DATA WHERE THIS CLASS IS BEING
// INSTANTIATED!
class_rep(LUABIND_TYPE_INFO type
, const char* name
, lua_State* L
, void(*destructor)(void*)
, void(*const_holder_destructor)(void*)
, LUABIND_TYPE_INFO holder_type
, LUABIND_TYPE_INFO const_holder_type
, void*(*extractor)(void*)
, const void*(*const_extractor)(void*)
, void(*const_converter)(void*,void*)
, void(*construct_holder)(void*,void*)
, void(*construct_const_holder)(void*,void*)
, int holder_size
, int holder_alignment);
// used when creating a lua class
// EXPECTS THE TOP VALUE ON THE LUA STACK TO
// BE THE USER DATA WHERE THIS CLASS IS BEING
// INSTANTIATED!
class_rep(lua_State* L, const char* name);
~class_rep();
std::pair<void*,void*> allocate(lua_State* L) const;
// called from the metamethod for __index
// the object pointer is passed on the lua stack
int gettable(lua_State* L);
// called from the metamethod for __newindex
// the object pointer is passed on the lua stack
bool settable(lua_State* L);
// this is called as __index metamethod on every instance of this class
static int gettable_dispatcher(lua_State* L);
// this is called as __newindex metamethod on every instance of this class
static int settable_dispatcher(lua_State* L);
static int operator_dispatcher(lua_State* L);
// this is called as metamethod __call on the class_rep.
static int constructor_dispatcher(lua_State* L);
// static int implicit_cast(const class_rep* from, const class_rep* to, int& pointer_offset);
// the functions dispatcher assumes the following:
// there is one upvalue that points to the method_rep that this dispatcher is to call
// the first parameter on the lua stack is an object_rep that points to the object the
// call is being made on
static int function_dispatcher(lua_State* L);
struct base_info
{
int pointer_offset; // the offset added to the pointer to obtain a basepointer (due to multiple-inheritance)
class_rep* base;
};
void add_base_class(const base_info& binfo);
inline const std::vector<base_info>& bases() const throw() { return m_bases; }
inline void set_type(LUABIND_TYPE_INFO t) { m_type = t; }
inline LUABIND_TYPE_INFO type() const throw() { return m_type; }
inline LUABIND_TYPE_INFO holder_type() const throw() { return m_holder_type; }
inline LUABIND_TYPE_INFO const_holder_type() const throw() { return m_const_holder_type; }
inline bool has_holder() const throw() { return m_construct_holder != 0; }
inline const char* name() const throw() { return m_name; }
// the lua reference to this class_rep
inline int self_ref() const throw() { return m_self_ref; }
// the lua reference to the metatable for this class' instances
inline int metatable_ref() const throw() { return m_instance_metatable; }
inline int table_ref() const { return m_table_ref; }
inline void(*destructor() const)(void*) { return m_destructor; }
inline void(*const_holder_destructor() const)(void*) { return m_const_holder_destructor; }
inline void*(*extractor() const)(void*) { return m_extractor; }
inline const void*(*const_extractor() const)(void*) { return m_const_extractor; }
inline void(*const_converter() const)(void*,void*) { return m_const_converter; }
inline class_type get_class_type() const { return m_class_type; }
void add_static_constant(const char* name, int val);
void add_method(lua_State* L, const char* name, detail::method_rep& m);
static int super_callback(lua_State* L);
static int lua_settable_dispatcher(lua_State* L);
static int construct_lua_class_callback(lua_State* L);
// called from the metamethod for __index
// obj is the object pointer
static int lua_class_gettable(lua_State* L);
// called from the metamethod for __newindex
// obj is the object pointer
static int lua_class_settable(lua_State* L);
static int static_class_gettable(lua_State* L);
void* convert_to(LUABIND_TYPE_INFO target_type, const object_rep* obj, void*) const;
bool has_operator_in_lua(lua_State*, int id);
struct callback
{
boost::function2<int, lua_State*, int> func;
int pointer_offset;
};
const std::map<const char*, callback, ltstr>& properties() const;
typedef std::map<const char*, callback, ltstr> property_map;
private:
void cache_operators(lua_State*);
// this is a pointer to the type_info structure for
// this type
// warning: this may be a problem when using dll:s, since
// typeid() may actually return different pointers for the same
// type.
LUABIND_TYPE_INFO m_type;
LUABIND_TYPE_INFO m_holder_type;
LUABIND_TYPE_INFO m_const_holder_type;
// this function pointer is used if the type is held by
// a smart pointer. This function takes the type we are holding
// (the held_type, the smart pointer) and extracts the actual
// pointer.
void*(*m_extractor)(void*);
const void*(*m_const_extractor)(void*);
void(*m_const_converter)(void*, void*);
// this function is used to construct the held_type
// (the smart pointer). The arguments are the memory
// in which it should be constructed (with placement new)
// and the raw pointer that should be wrapped in the
// smart pointer
typedef void(*construct_held_type_t)(void*,void*);
construct_held_type_t m_construct_holder;
construct_held_type_t m_construct_const_holder;
// this is the size of the userdata chunk
// for each object_rep of this class. We
// need this since held_types are constructed
// in the same memory (to avoid fragmentation)
int m_holder_size;
int m_holder_alignment;
// a list of info for every class this class derives from
// the information stored here is sufficient to do
// type casts to the base classes
std::vector<base_info> m_bases;
// the class' name (as given when registered to lua with class_)
const char* m_name;
// contains signatures and construction functions
// for all constructors
construct_rep m_constructor;
// a reference to this structure itself. Since this struct
// is kept inside lua (to let lua collect it when lua_close()
// is called) we need to lock it to prevent collection.
// the actual reference is not currently used.
int m_self_ref;
// a reference to the lua table that represents this class
// (only used if it is a lua class)
// *** CHANGE ***
// this should always be used, when accessing static
// members in the class, and even when accessing
// members in instances of a class.
int m_table_ref;
// the type of this class.. determines if it's written in c++ or lua
class_type m_class_type;
// this is a lua reference that points to the lua table
// that is to be used as meta table for all instances
// of this class.
int m_instance_metatable;
// ***** the maps below contains all members in this class *****
// maps method names to a structure with more
// information about that method.
// that struct contains the function-signatures
// for every overload
std::map<const char*, method_rep, ltstr> m_methods;
#ifndef LUABIND_DONT_COPY_STRINGS
// this is where the strings that the maps contains
// pointer to are kept. To make sure they are destructed.
std::vector<char*> m_strings;
#endif
// datamembers, some members may be readonly, and
// only have a getter function
std::map<const char*, callback, ltstr> m_getters;
std::map<const char*, callback, ltstr> m_setters;
struct operator_callback: public overload_rep_base
{
inline void set_fun(int (*f)(lua_State*)) { func = f; }
inline int call(lua_State* L) { return func(L); }
inline void set_arity(int arity) { m_arity = arity; }
private:
int(*func)(lua_State*);
};
std::vector<operator_callback> m_operators[number_of_operators]; // the operators in lua
void(*m_destructor)(void*);
void(*m_const_holder_destructor)(void*);
std::map<const char*, int, ltstr> m_static_constants;
// the first time an operator is invoked
// we check the associated lua table
// and cache the result
int m_operator_cache;
};
bool is_class_rep(lua_State* L, int index);
}}
#include <luabind/detail/overload_rep_impl.hpp>
#endif // LUABIND_CLASS_REP_HPP_INCLUDED