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template<unsigned int I, unsigned int F>
struct Lua_dispatch_ {
template<typename R, typename... Args>
inline static R Lua_dispatch(lua_State*&& lua, Args&&... args) noexcept {
constexpr ScriptFunctionData const& F_ = ScriptFunctions::functions[F];
auto arg = luabridge::Stack<typename CharType<F_.func.types[I - 1]>::type>::get(lua, -1);
return Lua_dispatch_<I - 1, F>::template Lua_dispatch<R>(
forward<lua_State*>(lua),
arg,
forward<Args>(args)...);
}
};
template<unsigned int F>
struct Lua_dispatch_<0, F> {
template<typename R, typename... Args>
inline static R Lua_dispatch(lua_State*&&, Args&&... args) noexcept {
constexpr ScriptFunctionData const& F_ = ScriptFunctions::functions[F];
return reinterpret_cast<FunctionEllipsis<R>>(F_.func.addr)(forward<Args>(args)...);
}
};
template<unsigned int I>
static typename enable_if<ScriptFunctions::functions[I].func.ret == 'v', int>::type wrapper(lua_State* lua) noexcept {
Lua_dispatch_<ScriptFunctions::functions[I].func.numargs, I>::template Lua_dispatch<void>(forward<lua_State*>(lua));
return 0;
}
template<unsigned int I>
static typename enable_if<ScriptFunctions::functions[I].func.ret != 'v', int>::type wrapper(lua_State* lua) noexcept {
auto ret = Lua_dispatch_<ScriptFunctions::functions[I].func.numargs, I>::template Lua_dispatch<typename CharType<ScriptFunctions::functions[I].func.ret>::type>(forward<lua_State*>(lua));
luabridge::Stack <typename CharType<ScriptFunctions::functions[I].func.ret>::type>::push (lua, ret);
return 1;
}
template<unsigned int I>
struct F_
{
static constexpr LuaFuctionData F{ScriptFunctions::functions[I].name, wrapper<I>};
};
template<> struct F_<0> { static constexpr LuaFuctionData F{"CreateTimer", LangLua::CreateTimer}; };
template<> struct F_<1> { static constexpr LuaFuctionData F{"CreateTimerEx", LangLua::CreateTimerEx}; };
template<size_t... Indices>
inline LuaFuctionData *LangLua::functions(indices<Indices...>)
{
static LuaFuctionData functions_[sizeof...(Indices)]{
F_<Indices>::F...
};
static_assert(
sizeof(functions_) / sizeof(functions_[0]) ==
sizeof(ScriptFunctions::functions) / sizeof(ScriptFunctions::functions[0]),
"Not all functions have been mapped to Lua");
return functions_;
}
void LangLua::LoadProgram(const char *filename)
{
int err = 0;
if ((err = terra_loadfile(lua, filename)) != 0)
throw runtime_error("Lua script " + string(filename) + " error (" + to_string(err) + "): \"" +
string(lua_tostring(lua, -1)) + "\"");
constexpr auto functions_n = sizeof(ScriptFunctions::functions) / sizeof(ScriptFunctions::functions[0]);
LuaFuctionData *functions_ = functions(IndicesFor<functions_n>{});
luabridge::Namespace tes3mp = luabridge::getGlobalNamespace(lua).beginNamespace("tes3mp");
for(int i = 0; i < functions_n; i++)
tes3mp.addCFunction(functions_[i].name, functions_[i].func);
tes3mp.endNamespace();
if ((err = lua_pcall(lua, 0, 0, 0)) != 0) // Run once script for load in memory.
throw runtime_error("Lua script " + string(filename) + " error (" + to_string(err) + "): \"" +
string(lua_tostring(lua, -1)) + "\"");
}
Это часть модуля скриптинга на Lua для моего проекта. Так же поддерживаются нативные языки и Pawn.