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#ifndef __LUA_BIND_REF_H__
#define __LUA_BIND_REF_H__
#include "LuaBindConfig.h"
#include "LuaBindState.h"
namespace LuaBind
{
// 全局引用,保存在LUA_REGISTRYINDEX下面的两个表里,生命周期手动控制
// 如果要用局部引用,用MemberRef,会保存在UserData的RefTable里,生命周期和UserData一致
class UniversalRef
{
public:
enum RefMode
{
STRONG_REF,
WEAK_REF
};
UniversalRef(RefMode mode = STRONG_REF); // 延后到SetRef设置vm
UniversalRef(LuaBind::VM* vm, RefMode mode = STRONG_REF);
virtual ~UniversalRef();
operator bool();
// 将栈上的对象添加到全局引用表中
void SetRef(LuaBind::State& state, int idx);
// 解除引用
void UnRef();
// 将引用的对象压入栈
bool PushRef(LuaBind::State& state);
int GetRefID() { return mRefID; }
RefMode GetRefMode() { return mMode; }
private:
LuaBind::VM* mOwner; // 所属的虚拟机
RefMode mMode; // 模式
int mRefID; // 引用ID
};
// 强引用,在LUA_REGISTRYINDEX["GAMELAB_UNIVERSAL_STRONG_REFERENCE_TABLE"]里,保证lua object不会被回收
class StrongRef: public UniversalRef
{
public:
// 延后到SetRef设置vm
StrongRef();
StrongRef(LuaBind::VM* vm);
};
// 弱引用,在LUA_REGISTRYINDEX["GAMELAB_UNIVERSAL_WEAK_REFERENCE_TABLE"]里,不影响lua object的回收,只是作为一个方便取lua object的映射
class WeakRef : public UniversalRef
{
public:
// 延后到SetRef设置vm
WeakRef();
WeakRef(LuaBind::VM* vm);
};
}
#endif
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