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path: root/Runtime/Lua/LuaBind/LuaBindRef.h
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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
	class Ref
	{
	public:

		enum RefMode
		{
			STRONG_REF, 
			WEAK_REF
		};
		
		Ref(RefMode mode = STRONG_REF);
		virtual ~Ref();

		operator bool();

		// 将栈上的对象添加到全局引用表中
		void SetRef(State& state, int idx);

		// 将引用的对象压入栈
		bool PushRef(State& state);

		int GetRefID() { return mRefID; }

		RefMode GetRefMode() { return mMode; }

	private:

		int mRefID; 
		RefMode mMode;  

	};

	// 强引用,在LUA_REGISTRYINDEX["GAMELAB_UNIVERSAL_STRONG_REFERENCE_TABLE"]里,保证lua object不会被回收
	class StrongRef: public Ref
	{
	public:
		StrongRef();

	};

	// 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 Ref
	{
	public:
		WeakRef();

	};

}

#endif