本文整理汇总了Golang中github.com/xenith-studios/golua.State.ToString方法的典型用法代码示例。如果您正苦于以下问题:Golang State.ToString方法的具体用法?Golang State.ToString怎么用?Golang State.ToString使用的例子?那么恭喜您, 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类github.com/xenith-studios/golua.State
的用法示例。
在下文中一共展示了State.ToString方法的6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Golang代码示例。
示例1: LuaPushSmartFunctionTable
func LuaPushSmartFunctionTable(L *lua.State, ft FunctionTable) {
// Copy it just in case - I can't imagine someone changing it after passing
// it to this function, but I don't want to take any chances.
myft := make(FunctionTable)
for n, f := range ft {
myft[n] = f
}
names := make([]string, len(myft))[0:0]
for name := range myft {
names = append(names, name)
}
sort.Strings(names)
valid_selectors := "["
for i, name := range names {
if i > 0 {
valid_selectors += ", "
}
valid_selectors += fmt.Sprintf("'%s'", name)
}
valid_selectors += "]."
L.NewTable()
L.PushString("__index")
L.PushGoFunctionAsCFunction(func(L *lua.State) int {
name := L.ToString(-1)
if f, ok := myft[name]; ok {
f()
} else {
base.Error().Printf("'%s' is not a valid selector, valid seletors are %s", name, valid_selectors)
L.PushNil()
}
return 1
})
L.SetTable(-3)
}
示例2: readInput
func readInput(l *lua.State) {
bstdin := bufio.NewReader(os.Stdin)
for {
var line string
// TODO: Something better for windows?
line, e := bstdin.ReadString('\n')
if e != nil {
shell.Println(e)
}
er := l.LoadString(line)
if er != 0 {
// Pop of the error description
str := l.ToString(-1)
shell.Println("Error loading: ", str)
continue
}
er = l.PCall(0, lua.LUA_MULTRET, 0)
if er != 0 {
str := l.ToString(-1)
shell.Println("Error running: ", str)
continue
}
sesLog.Println(line)
}
}
示例3: LuaIsEntity
func LuaIsEntity(L *lua.State, index int) bool {
L.PushString("type")
L.GetTable(index - 1)
if L.IsNil(-1) {
L.Pop(1)
return false
}
if L.ToString(-1) == "Entity" {
L.Pop(1)
return true
}
L.Pop(1)
return false
}
示例4: LuaEncodeValue
// Encodes a lua value, only bool, number, nil, table, and string can be
// encoded. If an unencodable value is encountered an error will be
// returned.
func LuaEncodeValue(w io.Writer, L *lua.State, index int) error {
var err1, err2, err3 error
switch {
case L.IsBoolean(index):
err1 = binary.Write(w, binary.LittleEndian, luaEncBool)
var v byte = 0
if L.ToBoolean(index) {
v = 1
}
err2 = binary.Write(w, binary.LittleEndian, v)
case L.IsNumber(index):
err1 = binary.Write(w, binary.LittleEndian, luaEncNumber)
err2 = binary.Write(w, binary.LittleEndian, L.ToNumber(index))
case L.IsNil(index):
err1 = binary.Write(w, binary.LittleEndian, luaEncNil)
case LuaIsEntity(L, index):
err1 = binary.Write(w, binary.LittleEndian, luaEncEntity)
L.PushString("id")
L.GetTable(index - 1)
err2 = binary.Write(w, binary.LittleEndian, uint64(L.ToInteger(-1)))
L.Pop(1)
case L.IsTable(index):
err1 = binary.Write(w, binary.LittleEndian, luaEncTable)
err2 = LuaEncodeTable(w, L, index)
case L.IsString(index):
err1 = binary.Write(w, binary.LittleEndian, luaEncString)
str := L.ToString(index)
err2 = binary.Write(w, binary.LittleEndian, uint32(len(str)))
err3 = binary.Write(w, binary.LittleEndian, []byte(str))
default:
return errors.New(fmt.Sprintf("Cannot encode lua type id == %d.", L.Type(index)))
}
switch {
case err1 != nil:
return err1
case err2 != nil:
return err2
case err3 != nil:
return err3
}
return nil
}
示例5: LuaStringifyParam
func LuaStringifyParam(L *lua.State, index int) string {
if L.IsTable(index) {
str := "table <not implemented> {"
return str
first := true
L.PushNil()
for L.Next(index-1) != 0 {
if !first {
str += ", "
}
first = false
str += fmt.Sprintf("(%s) -> (%s)", LuaStringifyParam(L, -2), LuaStringifyParam(L, -1))
L.Pop(1)
}
return str + "}"
}
if L.IsBoolean(index) {
if L.ToBoolean(index) {
return "true"
}
return "false"
}
return L.ToString(index)
}
示例6: LuaCheckParamsOk
func LuaCheckParamsOk(L *lua.State, name string, params ...LuaType) bool {
fmt.Sprintf("%s(")
n := L.GetTop()
if n != len(params) {
LuaDoError(L, fmt.Sprintf("Got %d parameters to %s.", n, luaMakeSigniature(name, params)))
return false
}
for i := -n; i < 0; i++ {
ok := false
switch params[i+n] {
case LuaInteger:
ok = L.IsNumber(i)
case LuaFloat:
ok = L.IsNumber(i)
case LuaBoolean:
ok = L.IsBoolean(i)
case LuaString:
ok = L.IsString(i)
case LuaEntity:
if L.IsTable(i) {
L.PushNil()
for L.Next(i-1) != 0 {
if L.ToString(-2) == "type" && L.ToString(-1) == "Entity" {
ok = true
}
L.Pop(1)
}
}
case LuaPoint:
if L.IsTable(i) {
var x, y bool
L.PushNil()
for L.Next(i-1) != 0 {
if L.ToString(-2) == "X" {
x = true
}
if L.ToString(-2) == "Y" {
y = true
}
L.Pop(1)
}
ok = x && y
}
case LuaRoom:
if L.IsTable(i) {
var floor, room, door bool
L.PushNil()
for L.Next(i-1) != 0 {
switch L.ToString(-2) {
case "floor":
floor = true
case "room":
room = true
case "door":
door = true
}
L.Pop(1)
}
ok = floor && room && !door
}
case LuaDoor:
if L.IsTable(i) {
var floor, room, door bool
L.PushNil()
for L.Next(i-1) != 0 {
switch L.ToString(-2) {
case "floor":
floor = true
case "room":
room = true
case "door":
door = true
}
L.Pop(1)
}
ok = floor && room && door
}
case LuaSpawnPoint:
if L.IsTable(i) {
L.PushNil()
for L.Next(i-1) != 0 {
if L.ToString(-2) == "type" && L.ToString(-1) == "SpawnPoint" {
ok = true
}
L.Pop(1)
}
}
case LuaArray:
// Make sure that all of the indices 1..length are there, and no others.
check := make(map[int]int)
if L.IsTable(i) {
L.PushNil()
for L.Next(i-1) != 0 {
if L.IsNumber(-2) {
check[L.ToInteger(-2)]++
} else {
break
}
L.Pop(1)
}
//.........这里部分代码省略.........