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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\luabind\error.hpp
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// 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_ERROR_HPP_INCLUDED #define LUABIND_ERROR_HPP_INCLUDED #include
#include
#include
struct lua_State; namespace luabind { #ifndef LUABIND_NO_EXCEPTIONS // this exception usually means that the lua function you called // from C++ failed with an error code. You will have to // read the error code from the top of the lua stack // the reason why this exception class doesn't contain // the message itself is that std::string's copy constructor // may throw, if the copy constructor of an exception that is // being thrown throws another exception, terminate will be called // and the entire application is killed. class LUABIND_API error : public std::exception { public: explicit error(lua_State* L): m_L(L) {} lua_State* state() const throw() { return m_L; } virtual const char* what() const throw() { return "lua runtime error"; } private: lua_State* m_L; }; // if an object_cast<>() fails, this is thrown // it is also thrown if the return value of // a lua function cannot be converted class LUABIND_API cast_failed : public std::exception { public: cast_failed(lua_State* L, LUABIND_TYPE_INFO i): m_L(L), m_info(i) {} lua_State* state() const throw() { return m_L; } LUABIND_TYPE_INFO info() const throw() { return m_info; } virtual const char* what() const throw() { return "unable to make cast"; } private: lua_State* m_L; LUABIND_TYPE_INFO m_info; }; #else typedef void(*error_callback_fun)(lua_State*); typedef void(*cast_failed_callback_fun)(lua_State*, LUABIND_TYPE_INFO); LUABIND_API void set_error_callback(error_callback_fun e); LUABIND_API void set_cast_failed_callback(cast_failed_callback_fun c); LUABIND_API error_callback_fun get_error_callback(); LUABIND_API cast_failed_callback_fun get_cast_failed_callback(); #endif typedef int(*pcall_callback_fun)(lua_State*); LUABIND_API void set_pcall_callback(pcall_callback_fun e); LUABIND_API pcall_callback_fun get_pcall_callback(); } #endif // LUABIND_ERROR_HPP_INCLUDED
error.hpp
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