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Maximum the features.
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@ -17,11 +17,12 @@ Browse the various function and classes :doc:`Sol<../index>` utilizes to make yo
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function
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protected_function
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object
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reference
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stack_reference
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make_reference
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overload
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property
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proxy
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reference
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stack_reference
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resolve
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stack
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optional
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26
docs/source/api/make_reference.rst
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26
docs/source/api/make_reference.rst
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@ -0,0 +1,26 @@
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make_object/make_reference
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==========================
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Create a value on the Lua stack and return it
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---------------------------------------------
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.. code-block:: cpp
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:caption: function: make_reference
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:name: make-reference
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template <typename R = reference, bool should_pop = (R is base of sol::stack_index), typename T>
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R make_reference(lua_State* L, T&& value);
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template <typename T, typename R = reference, bool should_pop = (R is base of sol::stack_index), typename... Args>
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R make_object(lua_State* L, Args&&... args);
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Makes an ``R`` out of the value. The first overload deduces the type from the passed in argument, the second allows you to specify a template parameter and forward any relevant arguments to ``sol::stack::push``. The type figured out for ``R`` is what is referenced from the stack. This allows you to request arbitrary pop-able types from Sol and have it constructed from ``R(lua_State* L, int stack_index)``. If the template boolean ``should_pop`` is ``true``, the value that was pushed will be popped off the stack. It defaults to popping, but if it encounters a type such as :doc:`sol::stack_reference<stack_reference>` (or any of its typically derived types in Sol), it will leave the pushed values on the stack.
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.. code-block:: cpp
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:caption: function: make_object
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:name: make-object
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template <typename T>
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object make_object(lua_State* L, T&& value);
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template <typename T, typename... Args>
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object make_object(lua_State* L, Args&&... args);
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Makes an object out of the value. It pushes it onto the stack, then pops it into the returned ``sol::object``. The first overload deduces the type from the passed in argument, the second allows you to specify a template parameter and forward any relevant arguments to ``sol::stack::push``. The implementation essentially defers to :ref:`sol::make_reference<make-reference>` with the specified arguments, ``R == object`` and ``should_pop == true``.
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@ -60,14 +60,3 @@ These allow a person to compare an ``sol::object`` against :ref:`nil<nil>`, whic
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}
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Use this to check objects.
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.. code-block:: cpp
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:caption: function: make object
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:name: make-object
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template <typename T>
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object make_object(lua_State* L, T&& value);
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template <typename T, typename... Args>
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object make_object(lua_State* L, Args&&... args);
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Makes an object out of the value. It pushes it onto the stack, then pops it into the returned ``sol::object``.
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@ -504,6 +504,7 @@ Some more advanced things you can do/read about:
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* :doc:`metatable manipulations<../api/metatable_key>` allow a user to change how indexing, function calls, and other things work on a single type.
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* :doc:`ownership semantics<ownership>` are described for how lua deals with (raw) pointers.
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* :doc:`stack manipulation<../api/stack>` to safely play with the stack. You can also define customization points for ``stack::get``/``stack::check``/``stack::push`` for your type.
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* :doc:`make_reference/make_object convenience function<../api/make_reference>` to get the same benefits and conveniences as the low-level stack API but put into objects you can specify.
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* :doc:`stack references<../api/stack_reference>` to have zero-overhead Sol abstractions while not copying to the Lua registry.
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* :doc:`unique usertype traits<../api/unique_usertype_traits>` allows you to specialize handle/RAII types from other frameworks, like boost, and Unreal, to work with Sol.
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* :doc:`variadic arguments<../api/variadic_args>` in functions with ``sol::variadic_args``.
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@ -79,22 +79,34 @@ namespace sol {
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}
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};
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template <typename T>
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object make_object(lua_State* L, T&& value) {
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template <typename R = reference, bool should_pop = !std::is_base_of<stack_reference, R>::value, typename T>
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R make_reference(lua_State* L, T&& value) {
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int backpedal = stack::push(L, std::forward<T>(value));
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object r = stack::get<object>(L, -backpedal);
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lua_pop(L, backpedal);
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R r = stack::get<R>(L, -backpedal);
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if (should_pop) {
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lua_pop(L, backpedal);
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}
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return r;
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}
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template <typename T, typename... Args>
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object make_object(lua_State* L, Args&&... args) {
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template <typename T, typename R = reference, bool should_pop = !std::is_base_of<stack_reference, R>::value, typename... Args>
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object make_reference(lua_State* L, Args&&... args) {
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int backpedal = stack::push<T>(L, std::forward<Args>(args)...);
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object r = stack::get<sol::object>(L, -backpedal);
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lua_pop(L, backpedal);
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return r;
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}
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template <typename T>
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object make_object(lua_State* L, T&& value) {
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return make_reference<object, true>(L, std::forward<T>(value));
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}
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template <typename T, typename... Args>
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object make_object(lua_State* L, Args&&... args) {
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return make_reference<T, object, true>(L, std::forward<Args>(args)...);
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}
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inline bool operator==(const object& lhs, const nil_t&) {
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return !lhs.valid();
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}
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