sol2/docs/source/api/object.rst

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object
======
general-purpose safety reference to an existing object
------------------------------------------------------
.. code-block:: cpp
class object : reference;
``object``'s goal is to allow someone to pass around the most generic form of a reference to something in Lua (or propogate a ``nil``). It is the logical extension of :doc:`sol::reference<reference>`, and is used in :ref:`sol::table's iterators<table-iterators>`.
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members
-------
.. code-block:: cpp
:caption: constructor: coroutine
coroutine(lua_State* L, int index = -1);
Create an object which references the specific element at the given index in the specified ``lua_State*``.
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.. code-block:: cpp
:caption: function: type conversion
template<typename T>
decltype(auto) as() const;
Performs a cast of the item this reference refers to into the type ``T`` and returns it. It obeys the same rules as :ref:`sol::stack::get\<T><getter>`.
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.. code-block:: cpp
:caption: function: type check
template<typename T>
bool is() const;
Performs a type check using the :ref:`sol::stack::check<checker>` api, after checking if the reference is valid.
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non-members
-----------
.. code-block:: cpp
:caption: functions: nil comparators
bool operator==(const object& lhs, const nil_t&);
bool operator==(const nil_t&, const object& rhs);
bool operator!=(const object& lhs, const nil_t&);
bool operator!=(const nil_t&, const object& rhs);
These allow a person to compare an ``sol::object`` against :ref:`nil<nil>`, which essentially checks if an object references a non-nil value, like so:
.. code-block:: cpp
if (myobj == sol::nil) {
// doesn't have anything...
}
Use this to check objects.
.. code-block:: cpp
:caption: function: make object
:name: make-object
template <typename T>
object make_object(lua_State* L, T&& value);
template <typename T, typename... Args>
object make_object(lua_State* L, Args&&... args);
Makes an object out of the value. It pushes it onto the stack, then pops it into the returned ``sol::object``.