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85 lines
2.0 KiB
C++
85 lines
2.0 KiB
C++
/**
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* Copyright (c) 2006-2020 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_REFERENCE_H
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#define LOVE_REFERENCE_H
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struct lua_State;
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namespace love
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{
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/**
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* This class wraps the reference functionality built into
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* Lua, which allows C++ code to refer to Lua variables.
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**/
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class Reference
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{
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public:
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/**
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* Creates the reference object, but does not create
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* the actual reference.
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**/
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Reference();
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/**
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* Creates the object and a reference to the value
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* on the top of the stack.
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**/
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Reference(lua_State *L);
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/**
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* Deletes the reference, if any.
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**/
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virtual ~Reference();
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/**
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* Creates a reference to the value on the
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* top of the stack.
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**/
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void ref(lua_State *L);
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/**
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* Unrefs the reference, if any.
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**/
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void unref();
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/**
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* Pushes the referred value onto the stack of the specified Lua coroutine.
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* NOTE: The coroutine *must* belong to the same Lua state that was used for
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* Reference::ref.
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**/
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void push(lua_State *L);
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private:
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// A pinned coroutine (probably the main thread) belonging to the Lua state
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// in which the reference resides.
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lua_State *pinnedL;
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// Index to the Lua reference.
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int idx;
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};
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} // love
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#endif // LOVE_REFERENCE_H
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