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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\src\open.cpp
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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. #include
#include
#include
namespace luabind { void open(lua_State* L) { // get the global class registry, or create one if it doesn't exist // (it's global within a lua state) detail::class_registry* r = 0; // If you hit this assert it's because you have called luabind::open() // twice on the same lua_State. assert((detail::class_registry::get_registry(L) == 0) && "you cannot call luabind::open() twice"); lua_pushstring(L, "__luabind_classes"); r = static_cast
( lua_newuserdata(L, sizeof(detail::class_registry))); // set gc metatable lua_newtable(L); lua_pushstring(L, "__gc"); lua_pushcclosure( L , detail::garbage_collector_s< detail::class_registry >::apply , 0); lua_settable(L, -3); lua_setmetatable(L, -2); new(r) detail::class_registry(L); lua_settable(L, LUA_REGISTRYINDEX); // add functions (class, cast etc...) lua_pushstring(L, "class"); lua_pushcclosure(L, detail::create_class::stage1, 0); lua_settable(L, LUA_GLOBALSINDEX); } } // namespace luabind
open.cpp
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