/** * Copyright (c) 2006-2015 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #ifndef LOVE_REFERENCE_H #define LOVE_REFERENCE_H // LOVE #include "runtime.h" namespace love { /** * This class wraps the reference functionality built into * Lua, which allows C++ code to refer to Lua variables. **/ class Reference { public: /** * Creates the reference object, but does not create * the actual reference. **/ Reference(); /** * Creates the object and a reference to the value * on the top of the stack. **/ Reference(lua_State *L); /** * Deletes the reference, if any. **/ virtual ~Reference(); /** * Creates a reference to the value on the * top of the stack. **/ void ref(lua_State *L); /** * Unrefs the reference, if any. **/ void unref(); /** * Pushes the referred value onto the stack of a different coroutine * in the same main Lua state. * THIS SHOULD NOT BE USED FOR DIFFERENT LUA STATES (created with * luaL_newstate)! Only with different coroutines! **/ void push(lua_State *newL); /** * Pushes the referred value onto the stack. **/ void push(); /** * Gets the Lua state associated with this * reference. **/ lua_State *getL() const; /** * Associates a new Lua state with this reference. * THIS IS DANGEROUS! It is only designed to be * used with different coroutines from the same * main Lua state! **/ void setL(lua_State *newL); private: // The Lua state in which the reference resides. lua_State *L; // Index to the Lua reference. int idx; }; } // love #endif // LOVE_REFERENCE_H