[Date Prev][Date Next][Thread Prev][Thread Next]
[Date Index]
[Thread Index]
- Subject: RE: C++ wrapper
- From: "Joshua Jensen" <jjensen@...>
- Date: Thu, 21 Nov 2002 09:28:31 -0700
> very cool!
> i've always wanted to write STL-like wrappers for Lua tables,
> but never found the time to do it. such a pity that the
> license prohibits commercial use.
Here's a version from my LuaPlus distribution (what used to be LuaState)
that actually iterates using normal stack functionality instead of
making copies. I'm sure you could retrofit it so it doesn't use a
"LuaObject." From the docs:
LuaPlus provides a class called LuaTableIterator to ease the table
iteration process. Its use is far simpler, safer, and more natural
looking than the standard Lua table iteration function
(lua_next()/lua_pop()). The iterator is not STL compliant in its
current form.
LuaStateOwner state;
state.DoString( "MyTable = { Hi = 5, Hello = 10, Yo = 6 }" );
LuaObject obj = state.GetGlobals()[ "MyTable" ];
for ( LuaTableIterator it( obj ); it; it.Next() )
{
const char* key = it.GetKey().GetString();
int num = it.GetValue().GetInteger();
}
If the LuaWatchAddin is installed, the key and value portions of the
LuaTableIterator object will be displayed in Visual C++ 6 or Visual
Studio .NET as it is traversed.
-Josh
/**
The LuaStackTableIterator class provides a far simpler, safer,
and more natural
looking table iteration method. The iterator is not STL
compliant,
although it could easily be made so.
**/
class LuaStackTableIterator
{
public:
/**
\param tableObj The table to iterate the contents of.
\param doReset If true, the Reset() function is called
at constructor
initialization time, allowing the iterator to be
used immediately.
If false, then Reset() must be called before
iterating.
\param autoStackManagement If true, then for every
Next() pass through
the iterator, the stack is cleared to the
iteration position (as if
a LuaAutoBlock was run every single time).
**/
inline LuaStackTableIterator( LuaStackObject tableObj, bool
doReset = true,
bool autoStackManagement = true ) :
m_tableObj( tableObj ),
m_startStackIndex( -1 ),
m_autoStackManagement( autoStackManagement )
{
// If the user requested it, perform the automatic
reset.
if ( doReset )
Reset();
}
/**
The destructor does nothing.
**/
inline ~LuaStackTableIterator()
{
};
/**
Start iteration at the beginning of the table.
**/
inline void Reset()
{
// Start afresh...
LuaState* state = m_tableObj;
m_startStackIndex = state->GetTop();
// Push the head stack entry.
state->PushNil();
// Start the iteration. If the return value is 0, then
the iterator
// will be invalid.
if ( state->Next( m_tableObj ) == 0 )
m_startStackIndex = -1;
}
/**
Invalidates the iterator. Call this function if you
early abort from
an iteration loop (such as before it hits the end).
**/
inline void Invalidate()
{
// See if the iterator is already invalid.
if ( !IsValid() )
return;
// This is a local helper variable so we don't waste
space in the class
// definition.
LuaState* state = m_tableObj;
if ( !m_autoStackManagement )
assert( state->GetTop() <= m_startStackIndex + 1
);
// Set the stack back.
state->SetTop( m_startStackIndex );
// Invalidate the iterator.
m_startStackIndex = -1;
}
/**
Go to the next entry in the table.
\return Returns true if the iteration is done.
**/
inline bool Next()
{
// This function is only active if Reset() has been
called head.
assert( IsValid() );
// This is a local helper variable so we don't waste
space in the class
// definition.
LuaState* state = m_tableObj;
// Do any stack management operations.
if ( m_autoStackManagement )
{
state->SetTop( m_startStackIndex + 1 );
}
else
{
// If this assert fires, then you left something
on the stack.
assert( state->GetTop() == m_startStackIndex + 1
);
}
// Do the Lua table iteration.
if ( state->Next( m_tableObj ) == 0 )
{
// Invalidate the iterator.
m_startStackIndex = -1;
return false;
}
// The iterator is still valid.
return true;
}
/**
\return Returns true if the iterator is valid (there is
a current element).
**/
inline bool IsValid() const
{
return m_startStackIndex != -1;
}
/**
We can easily allow a prefix operator++. Postfix would
be a stack
management nightmare.
**/
inline LuaStackTableIterator& operator++()
{
Next();
return *this;
}
/**
\return Returns true if the iterator is valid (there is
a current element).
**/
inline operator bool() const
{
// If the iterator is valid, then we're good.
return IsValid();
}
/**
\return Returns a LuaStackObject describing the current
key.
**/
inline LuaStackObject GetKey()
{
// This function is only active if Reset() has been
called head.
assert( IsValid() );
return LuaStackObject( m_tableObj, m_startStackIndex + 1
);
}
/**
\return Returns a LuaStackObject describing the current
value.
**/
inline LuaStackObject GetValue()
{
// This function is only active if Reset() has been
called head.
assert( IsValid() );
return LuaStackObject( m_tableObj, m_startStackIndex + 2
);
}
protected:
private:
/**
Don't allow copies. The stack will get screwed.
**/
LuaStackTableIterator& operator=( const LuaStackTableIterator&
iter );
LuaStackTableIterator( const LuaStackTableIterator& iter );
LuaStackObject m_tableObj; ///< The
table object being iterated.
int m_startStackIndex; ///< The current
starting stack index or -1 if the iterator is invalid.
bool m_autoStackManagement; ///< Auto stack
management enabled or not?
};