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#ifndef LUA_BIND_INVOKER_H
#define LUA_BIND_INVOKER_H

#include "LuaBindRef.h"
#include "LuaBindTable.h"
#include "LuaBindClass.hpp"

namespace LuaBind 
{

	// 调用全局lua方法
	struct GlobalInvoker
	{
        UniversalRef method;

        GlobalInvoker(lua_State* st) : state(st), argc(0) {}
		void AddInt(int n);
		void AddFloat(float n);
		void AddNil();
		void AddBool(bool b);
		void AddString(const char* str);
		void AddTable(INativeTable& tb);
		template<class T>
		void AddUserdata(NativeClass<T>& udata) {
			udata.PushUserdata(state);
			++argc;
		}

		virtual void Invoke(int nReturns);

	protected:
		State state;
		int argc;
	};

	// 调用成员的方法
	struct MemberInvoker
	{
		MemberRef member;
		const char* method;

		MemberInvoker(lua_State* st, LuaBind::Object* owner) 
			: state(st) 
		{
			argc = 0;
			this->owner = owner;
		}

		void AddMember(MemberRef member);
		void AddInt(int n);
		void AddFloat(float n);
		void AddNil();
		void AddBool(bool b);
		void AddString(const char* str);
		void AddTable(const INativeTable& tb);
        void AddLuaObject(const ILuaClass& obj);
		template<class T>
		void AddUserdata(NativeClass<T>& udata) {
			udata.PushUserdata(state);
			++argc;
		}

		void Invoke(int nReturns);

	private: 
		LuaBind::Object* owner;
		State state;
		int argc;

	};

}

#endif