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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\luabind\detail\object_rep.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_OBJECT_REP_HPP_INCLUDED #define LUABIND_OBJECT_REP_HPP_INCLUDED #include
#include
namespace luabind { namespace detail { class class_rep; void finalize(lua_State* L, class_rep* crep); // this class is allocated inside lua for each pointer. // it contains the actual c++ object-pointer. // it also tells if it is const or not. class LUABIND_API object_rep { public: enum { constant = 1, owner = 2, lua_class = 4, call_super = 8 }; // dest is a function that is called to delete the c++ object this struct holds object_rep(void* obj, class_rep* crep, int flags, void(*dest)(void*)); object_rep(class_rep* crep, int flags, detail::lua_reference const& table_ref); ~object_rep(); void* ptr() const { return m_object; } void* ptr(int pointer_offset) const { return reinterpret_cast
(m_object) + pointer_offset; } const class_rep* crep() const { return m_classrep; } class_rep* crep() { return m_classrep; } int flags() const { return m_flags; } void set_flags(int flags) { m_flags = flags; } detail::lua_reference& get_lua_table() { return m_lua_table_ref; } detail::lua_reference const& get_lua_table() const { return m_lua_table_ref; } void remove_ownership(); void set_destructor(void(*ptr)(void*)); void set_object(void* p) { m_object = p; } void add_dependency(lua_State* L, int index); static int garbage_collector(lua_State* L); private: void* m_object; // pointer to the c++ object or holder / if lua class, this is a pointer the the instance of the // c++ base or 0. class_rep* m_classrep; // the class information about this object's type int m_flags; detail::lua_reference m_lua_table_ref; // reference to lua table if this is a lua class void(*m_destructor)(void*); // this could be in class_rep? it can't: see intrusive_ptr int m_dependency_cnt; // counts dependencies detail::lua_reference m_dependency_ref; // reference to lua table holding dependency references // ======== the new way, separate object_rep from the holder // instance_holder* m_instance; }; template
struct delete_s { static void apply(void* ptr) { delete static_cast
(ptr); } }; template
struct destruct_only_s { static void apply(void* ptr) { // Removes unreferenced formal parameter warning on VC7. (void)ptr; #ifndef NDEBUG int completeness_check[sizeof(T)]; (void)completeness_check; #endif static_cast
(ptr)->~T(); } }; inline object_rep* is_class_object(lua_State* L, int index) { object_rep* obj = static_cast
(lua_touserdata(L, index)); if (!obj) return 0; if (lua_getmetatable(L, index) == 0) return 0; lua_pushstring(L, "__luabind_class"); lua_gettable(L, -2); bool confirmation = lua_toboolean(L, -1) != 0; lua_pop(L, 2); if (!confirmation) return 0; return obj; } }} #endif // LUABIND_OBJECT_REP_HPP_INCLUDED
object_rep.hpp
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