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C++ MOAILuaState::IsType方法代码示例

本文整理汇总了C++中MOAILuaState::IsType方法的典型用法代码示例。如果您正苦于以下问题:C++ MOAILuaState::IsType方法的具体用法?C++ MOAILuaState::IsType怎么用?C++ MOAILuaState::IsType使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在MOAILuaState的用法示例。


在下文中一共展示了MOAILuaState::IsType方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: AffirmMemberID

//----------------------------------------------------------------//
uintptr MOAISerializer::AffirmMemberID ( MOAILuaState& state, int idx ) {

	// if we're an object, affirm as such...
	if ( state.IsType ( idx, LUA_TUSERDATA )) {
		return this->AffirmMemberID ( state.GetLuaObject < MOAILuaObject >( -1 ));
	}

	// bail if we're not a table
	if ( !state.IsType ( idx, LUA_TTABLE )) return 0;

	// get the table's address
	uintptr memberID = ( uintptr )lua_topointer ( state, idx );
	
	// bail if the table's already been added
	if ( this->mTableMap.contains ( memberID )) return memberID;

	// add the ref now to avoid cycles
	this->mTableMap [ memberID ].SetStrongRef ( state, idx );

	// follow the table's refs to make sure everything gets added
	u32 itr = state.PushTableItr ( idx );
	while ( state.TableItrNext ( itr )) {
		this->AffirmMemberID ( state, -1 );
	}
	
	return memberID;
}
开发者ID:,项目名称:,代码行数:28,代码来源:

示例2: _gc

//----------------------------------------------------------------//
int MOAILuaObject::_gc ( lua_State* L ) {

	MOAILuaState state ( L );
	MOAILuaObject* self = ( MOAILuaObject* )state.GetPtrUserData ( 1 );
	self->mCollected = true;
	
	if ( MOAILuaRuntime::IsValid ()) {
	
		if ( self->mFinalizer ) {
			self->mFinalizer.PushRef ( state );
			if ( state.IsType ( -1, LUA_TFUNCTION )) {
				state.DebugCall ( 0, 0 );
			}
			else if ( state.IsType ( -1, LUA_TSTRING )) {
				printf ( "%s\n", state.GetValue < cc8* >( -1, "" ));
			}
			else {
				state.Pop ( 1 );
			}
			self->mFinalizer.Clear ();
		}
		
		if ( MOAILuaRuntime::Get ().mReportGC ) {
			printf ( "GC %s <%p>\n", self->TypeName (), self );
		}
	}
	
	if ( self->GetRefCount () == 0 ) {
		delete ( self );
	}
	return 0;
}
开发者ID:,项目名称:,代码行数:33,代码来源:

示例3: _serializeToString

/**	@name	serializeToString
	@text	Serializes the specified table or object to a string.

	@overload

		@in		table data				The table to serialize.
		@out	string serialized		The serialized string.
	
	@overload

		@in		MOAILuaObject data			The object to serialize.
		@out	string serialized		The serialized string.
*/
int MOAISerializer::_serializeToString ( lua_State* L ) {

	MOAILuaState state ( L );
	if ( !( state.IsType ( 1, LUA_TTABLE ) || state.IsType ( 1, LUA_TUSERDATA ))) return 0;

	MOAISerializer serializer;
	serializer.AddLuaReturn ( state, 1 );
	STLString result = serializer.SerializeToString ();

	lua_pushstring ( state, result );

	return 1;
}
开发者ID:,项目名称:,代码行数:26,代码来源:

示例4: _serializeToFile

/**	@name	serializeToFile
	@text	Serializes the specified table or object to a file.

	@overload

		@in		string filename			The file to create.
		@in		table data				The table to serialize.
		@out	nil
	
	@overload

		@in		string filename			The file to create.
		@in		MOAILuaObject data			The object to serialize.
		@out	nil
*/
int MOAISerializer::_serializeToFile ( lua_State* L ) {

	MOAILuaState state ( L );
	if ( !( state.IsType ( 1, LUA_TSTRING ))) return 0;
	if ( !( state.IsType ( 2, LUA_TTABLE ) || state.IsType ( 2, LUA_TUSERDATA ))) return 0;

	cc8* filename = state.GetValue < cc8* >( 1, "" );

	MOAISerializer serializer;
	serializer.AddLuaReturn ( state, 2 );
	serializer.SerializeToFile ( filename );
	
	return 0;
}
开发者ID:,项目名称:,代码行数:29,代码来源:

示例5: _tostring

//----------------------------------------------------------------//
int MOAILuaObject::_tostring ( lua_State* L ) {

	MOAILuaState state ( L );

	MOAILuaObject* data = ( MOAILuaObject* )state.GetPtrUserData ( 1 );
	if ( data ) {
		
		STLString str;
		
		lua_getfield ( state, 1, "getClassName" );
		if ( state.IsType ( -1, LUA_TFUNCTION )) {
		
			lua_pushvalue ( state, 1 );
			state.DebugCall ( 1, 1 );
			cc8* classname = state.GetValue < cc8* >( -1, "" );
			str.write ( "%p <%s>", data, classname );
			state.Push ( str );
			return 1;
		}
		
		str.write ( "%p <%s>", data, data->TypeName ());
		state.Push ( str );
		return 1;
	}
	return 0;
}
开发者ID:AzureRodrigo,项目名称:moai-dev,代码行数:27,代码来源:MOAILuaObject.cpp

示例6: state

/**	@name	base64Encode
	@text	If a string is provided, encodes it in base64.  Otherwise, encodes the current data stored in this object as a base64 encoded sequence of characters.

	@opt	MOAIDataBuffer self
	@opt	string data				The string data to encode.  You must either provide either a MOAIDataBuffer (via a :base64Encode type call) or string data (via a .base64Encode type call), but not both.
	@out	string output			If passed a string, returns either a string or nil depending on whether it could be encoded.  Otherwise the encoding occurs inline on the existing data buffer in this object, and nil is returned.
*/
int MOAIDataBuffer::_base64Encode ( lua_State* L ) {
	MOAILuaState state ( L );
	
	if ( state.IsType ( 1, LUA_TSTRING )) {
		return state.Base64Encode ( 1 ) ? 1 : 0;
	}
	
	MOAIDataBuffer* self = state.GetLuaObject < MOAIDataBuffer >( 1, true );
	if ( self ) {
		if ( state.IsType ( 2, LUA_TSTRING )) {
			size_t len;
			cc8* str = lua_tolstring ( state, 2, &len );
			self->Load (( void* )str, len );
		}
		self->Base64Encode ();
	}
	return 0;
}
开发者ID:JakobssonAndre,项目名称:moai-dev,代码行数:25,代码来源:MOAIDataBuffer.cpp

示例7: _setValue

/**	@name	setValue
	@text	Sets an environment value and also triggers the listener
			callback (if any).

	@in		string key
	@opt	variant value		Default value is nil.
	@out	nil
*/
int MOAIEnvironment::_setValue ( lua_State* L ) {
	MOAILuaState state ( L );
	
	if ( state.IsType ( 1, LUA_TSTRING )) {
	
		MOAIEnvironment& environment = MOAIEnvironment::Get ();
		environment.SetValue ( state );
	}
	return 0;
}
开发者ID:Chenhx,项目名称:moai-dev,代码行数:18,代码来源:MOAIEnvironment.cpp

示例8: _randSFMT

	//----------------------------------------------------------------//
	// TODO: doxygen
	int MOAIMath::_randSFMT ( lua_State* L ) {
		MOAILuaState state ( L );
		
		double lower = 0.0;
		double upper = 1.0;
		
		if ( state.IsType ( 1, LUA_TNUMBER )) {
		
			upper = state.GetValue < double >( 1, 0.0 );
		
			if ( state.IsType ( 2, LUA_TNUMBER )) {
				lower = upper;
				upper = state.GetValue < double >( 2, 0.0 );
			}
		}
		
		double r = sfmt_genrand_real1 ( MOAIMath::Get ().mSFMT ); // [0, 1]
		state.Push ( lower + ( r * ( upper - lower )));
		return 1;
	}
开发者ID:Heyzap,项目名称:moai-dev,代码行数:22,代码来源:MOAIMath.cpp

示例9: IsMoaiUserdata

//----------------------------------------------------------------//
bool MOAILuaObject::IsMoaiUserdata ( MOAILuaState& state, int idx ) {

	bool result = false;
	if ( state.IsType ( idx, LUA_TUSERDATA )) {
		if ( lua_getmetatable ( state, idx )) {
			result = state.HasField ( -1, MOAI_TAG );
			state.Pop ( 1 );
		}
	}
	return result;
}
开发者ID:,项目名称:,代码行数:12,代码来源:

示例10: BindToLuaWithTable

//----------------------------------------------------------------//
void MOAILuaObject::BindToLuaWithTable ( MOAILuaState& state ) {

	assert ( !this->mUserdata );
	assert ( state.IsType ( -1, LUA_TTABLE ));
	
	MOAILuaClass* type = this->GetLuaClass ();
	assert ( type );
	
	// create and initialize a new userdata
	state.PushPtrUserData ( this );
	
	// create and initialize the private table
	lua_newtable ( state );
	
	// set the ref to the private table
	lua_pushvalue ( state, -3 );
	lua_setfield ( state, -2, LUA_MEMBER_TABLE_NAME );
	
	// initialize the private table
	lua_pushcfunction ( state, MOAILuaObject::_gc );
	lua_setfield ( state, -2, "__gc" );
	
	lua_pushcfunction ( state, MOAILuaObject::_tostring );
	lua_setfield ( state, -2, "__tostring" );
	
	lua_pushcfunction ( state, MOAILuaObject::_index );
	lua_setfield ( state, -2, "__index" );
	
	lua_pushcfunction ( state, MOAILuaObject::_newindex );
	lua_setfield ( state, -2, "__newindex" );
	
	// make the interface table the instance table's meta
	type->PushInterfaceTable ( state );
	lua_setmetatable ( state, -2 );
	
	// grab a ref to the instance table; attach it to the userdata
	this->mInstanceTable = state.GetWeakRef ( -1 );
	lua_setmetatable ( state, -2 );
	
	// and take a ref back to the userdata	
	if ( this->GetRefCount () == 0 ) {
		this->mUserdata.SetWeakRef ( state, -1 );
	}
	else {
		this->mUserdata.SetStrongRef ( state, -1 );
	}
	
	// overwrite the member table
	lua_replace ( state, -2 );
	
	assert ( !lua_isnil ( state, -1 ));
}
开发者ID:SimonRen,项目名称:moai-beta,代码行数:53,代码来源:MOAILuaObject.cpp

示例11: _new

//----------------------------------------------------------------//
int MOAILuaClass::_new ( lua_State* L ) {

	// upvalues:
	// 1: interface table
	// 2: original 'new'

	MOAILuaState state ( L );
	
	lua_pushvalue ( L, lua_upvalueindex ( 2 ));
	if ( state.IsType ( -1, LUA_TFUNCTION )) {
	
		// call the original new
		state.DebugCall ( 0, 1 );
		
		if ( state.IsType ( -1, LUA_TUSERDATA )) {
		
			// get the ref table
			if ( lua_getmetatable ( state, -1 )) {
				
				// get the member table
				if ( lua_getmetatable ( state, -1 )) {
				
					// get the interface table
					lua_pushvalue ( L, lua_upvalueindex ( 1 ));
					
					// set the interface table as the metatable
					lua_setmetatable ( L, -2 );
					
					// done with the member table
					lua_pop ( L, 1 );
				}
				// done with the ref table
				lua_pop ( L, 1 );
			}
		}
		return 1;
	}
	return 0;
}
开发者ID:nathanharper,项目名称:moai-dev,代码行数:40,代码来源:MOAILuaClass.cpp

示例12: _encode

/**	@name	encode
	@text	Encode a hierarchy of Lua tables into a JSON string.
	
	@in		table input
	@out	string result
*/
int MOAIJsonParser::_encode ( lua_State* L ) {

	MOAILuaState state ( L );
	
	if ( state.IsType ( 1, LUA_TTABLE )) {
	
		json_t* json = _luaToJSON ( state, 1 );
		if ( json ) {
			
			int flags = state.IsType ( 2, 0 );
			char* str = json_dumps ( json, flags );
			json_decref ( json );
			
			if ( str ) {
				lua_pushstring ( state, str );
				free ( str );
				return 1;
			}
		}
	}
	return 0;
}
开发者ID:Larusso,项目名称:moai-dev,代码行数:28,代码来源:MOAIJsonParser.cpp

示例13: _inflate

/**	@name	inflate
	@text	Decompresses the string or the current data stored in this object using the DEFLATE algorithm.

	@opt	MOAIDataBuffer self
	@opt	string data				The string data to inflate.  You must either provide either a MOAIDataBuffer (via a :base64Decode type call) or string data (via a .base64Decode type call), but not both.
	@in		number windowBits		The window bits used in the DEFLATE algorithm.  Pass nil to use the default value.
	@out	string output			If passed a string, returns either a string or nil depending on whether it could be decompressed.  Otherwise the decompression occurs inline on the existing data buffer in this object, and nil is returned.
*/
int MOAIDataBuffer::_inflate ( lua_State* L ) {
	MOAILuaState state ( L );

	int windowBits = state.GetValue < int >( 2, USDeflateReader::DEFAULT_WBITS );

	if ( state.IsType ( 1, LUA_TSTRING )) {
		return state.Inflate ( 1, windowBits ) ? 1 : 0;
	}
	
	MOAIDataBuffer* self = state.GetLuaObject < MOAIDataBuffer >( 1, true );
	if ( self ) {
		self->Inflate ( windowBits );
	}
	return 0;
}
开发者ID:Muzz,项目名称:moai-dev,代码行数:23,代码来源:MOAIDataBuffer.cpp

示例14: _showDialog

/**	@name	showDialog
	@text	Show a native dialog to the user.
				
	@in		string		title			The title of the dialog box. Can be nil.
	@in		string		message			The message to show the user. Can be nil.
	@in		string		positive		The text for the positive response dialog button. Can be nil.
	@in		string		neutral			The text for the neutral response dialog button. Can be nil.
	@in		string		negative		The text for the negative response dialog button. Can be nil.
	@in		bool		cancelable		Specifies whether or not the dialog is cancelable
	@opt	function	callback		A function to callback when the dialog is dismissed. Default is nil.
	@out 	nil
*/
int MOAIDialogAndroid::_showDialog ( lua_State* L ) {
	
	MOAILuaState state ( L );	
	
	cc8* title = lua_tostring ( state, 1 );
	cc8* message = lua_tostring ( state, 2 );
	cc8* positive = lua_tostring ( state, 3 );
	cc8* neutral = lua_tostring ( state, 4 );
	cc8* negative = lua_tostring ( state, 5 );
	bool cancelable = lua_toboolean ( state, 6 );
	
	if ( state.IsType ( 7, LUA_TFUNCTION )) {
		
		// NOTE: This is fragile. We're storing the callback function in a global variable,
		// effectively. Invoking the showDialog method multiple times in succession can
		// therefore lead to unpredictable results. In fact, it's unknown how Android itself
		// handles multiple invocations - are they queued? On iOS, UIAlertView is LIFO and
		// new invocations supersede previous ones, but once dismissed, the system continues
		// down the alert stack.
		MOAIDialogAndroid::Get ().mDialogCallback.SetStrongRef ( state, 7 );
	}	
	
	JNI_GET_ENV ( jvm, env );

	JNI_GET_JSTRING ( title, jtitle );
	JNI_GET_JSTRING ( message, jmessage );
	JNI_GET_JSTRING ( positive, jpositive );
	JNI_GET_JSTRING ( neutral, jneutral );
	JNI_GET_JSTRING ( negative, jnegative );

	jclass moai = env->FindClass ( "com/ziplinegames/moai/Moai" );
    if ( moai == NULL ) {

		ZLLog::Print ( "MOAIDialogAndroid: Unable to find java class %s", "com/ziplinegames/moai/Moai" );
    } else {

    	jmethodID showDialog = env->GetStaticMethodID ( moai, "showDialog", "(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Z)V" );
    	if ( showDialog == NULL ) {

			ZLLog::Print ( "MOAIDialogAndroid: Unable to find static java method %s", "showDialog" );
    	} else {

			env->CallStaticVoidMethod ( moai, showDialog, jtitle, jmessage, jpositive, jneutral, jnegative, cancelable );	
		}
	}
	
	return 0;
}
开发者ID:LionK1tty,项目名称:moai-dev,代码行数:60,代码来源:MOAIDialogAndroid.cpp

示例15: _deflate

/**	@name	deflate
	@text	Compresses the string or the current data stored in this object using the DEFLATE algorithm.

	@opt	MOAIDataBuffer self
	@opt	string data				The string data to deflate.  You must either provide either a MOAIDataBuffer (via a :base64Decode type call) or string data (via a .base64Decode type call), but not both.
	@in		number level			The level used in the DEFLATE algorithm.  Pass nil to use the default value.
	@in		number windowBits		The window bits used in the DEFLATE algorithm.  Pass nil to use the default value.
	@out	string output			If passed a string, returns either a string or nil depending on whether it could be compressed.  Otherwise the compression occurs inline on the existing data buffer in this object, and nil is returned.
*/
int MOAIDataBuffer::_deflate ( lua_State* L ) {
	MOAILuaState state ( L );

	int level = state.GetValue < int >( 2, USDeflateWriter::DEFAULT_LEVEL );
	int windowBits = state.GetValue < int >( 3, USDeflateWriter::DEFAULT_WBITS );

	if ( state.IsType ( 1, LUA_TSTRING )) {
		return state.Deflate ( 1, level, windowBits ) ? 1 : 0;
	}
	
	MOAIDataBuffer* self = state.GetLuaObject < MOAIDataBuffer >( 1, true );
	if ( self ) {
		self->Deflate ( level, windowBits );
	}
	return 0;
}
开发者ID:Muzz,项目名称:moai-dev,代码行数:25,代码来源:MOAIDataBuffer.cpp


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