-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
#ifndef _MOOF_SCRIPT_HH_
#define _MOOF_SCRIPT_HH_
/**
* @file Script.hh
- * A thin wrapper over Lua. This is not meant as a complicated binding package
- * between C++ and Lua. It does not try to make the boundary invisible. It
- * does not hide the concept of the Lua stack, but rather provides that
- * mechanism with a certain level of abstraction while also providing a cleaner,
- * more consistent API.
+ * A thin wrapper over Lua. This is not meant as a complicated binding
+ * package between C++ and Lua. It is not meant to obscure the division
+ * between C++ and Lua but rather to clarify it and make it more
+ * manageable. It does not hide the concept of the Lua stack, but rather
+ * provides that mechanism with a certain level of abstraction while also
+ * providing a cleaner, more consistent API.
*/
#include <iostream>
#include <boost/bind.hpp>
#include <boost/function.hpp>
#include <boost/shared_ptr.hpp>
-
#include <lua.hpp>
-#include <Moof/Log.hh>
-
namespace Mf {
};
/**
- * This is the most prominent abstraction on top of the standard Lua API.
- * A Slot object represents a value on the stack. More specifically, it
- * represents a position on the stack. The distinction is only important
- * when objects are moved around on the stack or if the Slot represents a
- * negative index on the stack (the value of which will change as things are
- * pushed onto and popped from the stack).
+ * This is the most prominent abstraction on top of the standard Lua
+ * API. A Slot object represents a value on the stack. More
+ * specifically, it represents a position on the stack. The
+ * distinction is only important when objects are moved around on the
+ * stack or if the Slot represents a negative index on the stack (the
+ * value of which will change as things are pushed onto and popped from
+ * the stack).
*/
struct Slot
{
/**
- * You have direct access to the index of the value on the stack being
- * represented.
+ * You have direct access to the index of the value on the stack
+ * being represented.
*/
int index;
- /**
- * A default-constructed Slot is invalid until a valid Slot is assigned
- * to it. The only method that should be called on such a Slot is
- * isValid(), otherwise chaos may ensue. In this case, the Slot will be
- * invalid even if index is manually changed to a valid index. You have
- * to index the script itself to get a valid Slot.
- */
- Slot(lua_State* s = 0, int i = 0) :
+ Slot(const Script& s, int i = 0) :
index(i),
- mState(s) {}
+ mScript(const_cast<Script&>(s)) {}
/**
- * A copied value presently points to the same value, except the real
- * index is used. That means that if a value that refers to a frame
- * referenced from the top of the stack will have its normalized index
- * copied into the new value object.
+ * A copied value presently points to the same value, except the
+ * real index is used. That means that if a value that refers to a
+ * frame referenced from the top of the stack will have its
+ * normalized index copied into the new value object.
*/
- Slot(const Slot& copy) :
- index(copy.getRealIndex()),
- mState(copy.mState) {}
+ //Slot(const Slot& copy) :
+ //index(copy.positiveIndex()),
+ //mScript(copy.mScript) {}
// check the type of the value
- bool isBoolean() const { return (bool)lua_isboolean(mState, index); }
- bool isFunction() const { return (bool)lua_isfunction(mState, index); }
- bool isNil() const { return (bool)lua_isnil(mState, index); }
- bool isNone() const { return (bool)lua_isnone(mState, index); }
- bool isValid() const { return mState != 0 && !isNone(); }
- bool isNoneOrNil() const { return (bool)lua_isnoneornil(mState, index); }
- bool isNumber() const { return (bool)lua_isnumber(mState, index); }
- bool isString() const { return (bool)lua_isstring(mState, index); }
- bool isTable() const { return (bool)lua_istable(mState, index); }
- bool isThread() const { return (bool)lua_isthread(mState, index); }
- bool isData() const { return (bool)lua_isuserdata(mState, index); }
- bool isLightData() const { return (bool)lua_islightuserdata(mState, index); }
+ bool isBoolean() const
+ { return (bool)lua_isboolean(mScript.mState, index); }
+ bool isImportedFunction() const
+ { return (bool)lua_iscfunction(mScript.mState, index); }
+ bool isFunction() const
+ { return (bool)lua_isfunction(mScript.mState, index); }
+ bool isNil() const
+ { return (bool)lua_isnil(mScript.mState, index); }
+ bool isNone() const
+ { return (bool)lua_isnone(mScript.mState, index); }
+ bool isNoneOrNil() const
+ { return (bool)lua_isnoneornil(mScript.mState, index); }
+ bool isNumber() const
+ { return (bool)lua_isnumber(mScript.mState, index); }
+ bool isString() const
+ { return (bool)lua_isstring(mScript.mState, index); }
+ bool isTable() const
+ { return (bool)lua_istable(mScript.mState, index); }
+ bool isThread() const
+ { return (bool)lua_isthread(mScript.mState, index); }
+ bool isData() const
+ { return (bool)lua_isuserdata(mScript.mState, index); }
+ bool isLightData() const
+ { return (bool)lua_islightuserdata(mScript.mState, index); }
/**
- * Check the value and throw an error if its the wrong type. There's a
- * little caveat: This method never returns because it does a long jump.
- * Consequently, constructed C++ objects which exist on the stack
- * between the current frame and some lua function will not be
- * destructed. That's not a problem for objects that only exist on the
- * stack, but any objects that allocate memory on the heap (such as
- * containers or strings) will leak. Therefore, you should only call
- * this method after cleaning up such objects. The best thing to do for
- * defining functions is to simply check all the parameters at the
- * get-go before any C++ objects are even constructed.
+ * Check the value and throw an error if its the wrong type.
+ * There's a little caveat: This method never returns because it
+ * does a long jump. Consequently, constructed C++ objects which
+ * exist on the stack between the current frame and some lua
+ * function will not be destructed. That's not a problem for
+ * objects that only exist on the stack, but any objects that
+ * allocate memory on the heap (such as containers or strings) will
+ * leak. Therefore, you should only call this method after
+ * cleaning up such objects. The best thing to do for defining
+ * functions is to simply check all the parameters at the get-go
+ * before any C++ objects are even constructed.
*/
- void requireType(Type type) const
+ void requireType(Type t) const
{
- if (type != getType())
+ if (t != type())
{
- luaL_typerror(mState, index, lua_typename(mState, type));
+ luaL_typerror(mScript.mState, index,
+ lua_typename(mScript.mState, t));
}
}
- void throwError(const char* error)
+ void raise(const char* error)
{
- luaL_argerror(mState, index, error);
+ luaL_argerror(mScript.mState, index, error);
}
Slot& requireBoolean()
{
- if (!isBoolean()) luaL_typerror(mState, index, "boolean");
+ if (!isBoolean())
+ {
+ luaL_typerror(mScript.mState, index, "boolean");
+ }
return *this;
}
Slot& requireNumber()
{
- if (!isNumber()) luaL_typerror(mState, index, "number");
+ if (!isNumber())
+ {
+ luaL_typerror(mScript.mState, index, "number");
+ }
return *this;
}
Slot& requireString()
{
- if (!isString()) luaL_typerror(mState, index, "string");
+ if (!isString())
+ {
+ luaL_typerror(mScript.mState, index, "string");
+ }
return *this;
}
Slot& requireTable()
{
- if (!isTable()) luaL_typerror(mState, index, "table");
+ if (!isTable())
+ {
+ luaL_typerror(mScript.mState, index, "table");
+ }
return *this;
}
Slot& requireFunction()
{
- if (!isFunction()) luaL_typerror(mState, index, "function");
+ if (!isFunction())
+ {
+ luaL_typerror(mScript.mState, index, "function");
+ }
return *this;
}
Slot& requireData()
{
- if (!isData()) luaL_typerror(mState, index, "data");
+ if (!isData())
+ {
+ luaL_typerror(mScript.mState, index, "data");
+ }
return *this;
}
Slot& requireNil()
{
- if (!isNil()) luaL_typerror(mState, index, "nil");
+ if (!isNil())
+ {
+ luaL_typerror(mScript.mState, index, "nil");
+ }
return *this;
}
Slot& requireThread()
{
- if (!isThread()) luaL_typerror(mState, index, "thread");
+ if (!isThread())
+ {
+ luaL_typerror(mScript.mState, index, "thread");
+ }
return *this;
}
* Get the type of the value.
*/
- Type getType() const
+ Type type() const
{
- return (Type)lua_type(mState, index);
+ return (Type)lua_type(mScript.mState, index);
}
/**
* Get the name of the type of the value as a string.
*/
- std::string getTypeName() const
+ std::string typeName() const
{
- return std::string(luaL_typename(mState, index));
+ return std::string(luaL_typename(mScript.mState, index));
}
/**
- * Get the length of the value according to the definition given by Lua.
+ * Get the length of the value according to the definition given by
+ * Lua.
*/
- size_t getLength() const
+ size_t length() const
{
- return lua_objlen(mState, index);
+ return lua_objlen(mScript.mState, index);
}
- int getRealIndex() const
+ int positiveIndex() const
{
- if (index < 0) return lua_gettop(mState) + 1 + index;
+ if (index < 0) return index + lua_gettop(mScript.mState) + 1;
else return index;
}
/**
- * Get a pointer value (for userdata, tables, threads, and functions).
+ * Get a pointer value (for userdata, tables, threads, and
+ * functions).
*/
- const void* getIdentifier() const
+ const void* id() const
+ {
+ return lua_topointer(mScript.mState, index);
+ }
+
+ bool isIdentical(const Slot& rhs) const
{
- return lua_topointer(mState, index);
+ return &mScript == &(rhs.mScript) && index == rhs.index;
+ }
+
+ operator bool () const
+ {
+ return !isNone();
}
bool operator == (const Slot& rhs) const
{
- return (bool)lua_equal(mState, index, rhs.index);
+ return (bool)lua_equal(mScript.mState, index, rhs.index);
}
bool operator != (const Slot& rhs) const
{
return !(*this == rhs);
}
+
bool operator < (const Slot& rhs) const
{
- return (bool)lua_lessthan(mState, index, rhs.index);
+ return (bool)lua_lessthan(mScript.mState, index, rhs.index);
}
bool operator <= (const Slot& rhs) const
{
{
return !(*this < rhs);
}
- operator bool () const
- {
- return (bool)lua_toboolean(mState, index);
- }
-
- Slot& operator = (const Slot& rhs)
- {
- rhs.pushCopy();
- replaceWithTop();
- return *this;
- }
/**
* Convert the underlying value to a C++ type.
*/
- template <typename T>
+ template <class T>
bool get(T& value) const
{
if (isNumber())
{
- value = (T)lua_tointeger(mState, index);
+ value = (T)lua_tointeger(mScript.mState, index);
return true;
}
return false;
{
if (isNumber())
{
- value = (float)lua_tonumber(mState, index);
+ value = (float)lua_tonumber(mScript.mState, index);
return true;
}
return false;
{
if (isNumber())
{
- value = (double)lua_tonumber(mState, index);
+ value = (double)lua_tonumber(mScript.mState, index);
return true;
}
return false;
{
if (isBoolean())
{
- value = (bool)lua_toboolean(mState, index);
+ value = (bool)lua_toboolean(mScript.mState, index);
return true;
}
return false;
}
- bool get(std::string& value) const
+ bool get(const char*& value, size_t& size) const
{
if (isString())
{
- size_t size;
- const char* str = lua_tolstring(mState, index, &size);
+ value = lua_tolstring(mScript.mState, index, &size);
+ return true;
+ }
+ return false;
+ }
+
+ bool get(std::string& value) const
+ {
+ const char* str;
+ size_t size;
+ if (get(str, size))
+ {
value.assign(str, size);
return true;
}
return false;
}
- template <typename T>
+ bool get(void*& value) const
+ {
+ if (isData())
+ {
+ value = lua_touserdata(mScript.mState, index);
+ return true;
+ }
+ return false;
+ }
+
+ template <class T>
bool get(std::vector<T>& array) const
{
if (!isTable()) return false;
array.clear();
- Slot value(mState, -1);
- int realIndex = getRealIndex();
+ Slot value = mScript[-1];
+ int realIndex = positiveIndex();
bool done = false;
for (int i = 1; !done; ++i)
{
- lua_rawgeti(mState, realIndex, i);
+ lua_rawgeti(mScript.mState, realIndex, i);
T v;
if (value.get(v)) array.push_back(v);
else done = true;
- lua_pop(mState, 1);
+ mScript.pop();
}
return true;
}
- template <typename T>
+ template <class T>
bool get(std::map<std::string,T>& dictionary) const
{
if (!isTable()) return false;
dictionary.clear();
- Slot key(mState, -2);
- Slot value(mState, -1);
- int realIndex = getRealIndex();
+ Slot key = mScript[-2];
+ Slot value = mScript[-1];
+ int realIndex = positiveIndex();
- lua_pushnil(mState);
- while (lua_next(mState, realIndex) != 0)
+ mScript.pushNil();
+ while (lua_next(mScript.mState, realIndex) != 0)
{
std::string k;
if (!key.isNumber() && key.get(k))
T v;
if (value.get(v)) dictionary[k] = v;
}
- lua_pop(mState, 1);
+ mScript.pop();
}
- lua_pop(mState, 1);
+ mScript.pop();
return true;
}
+ /**
+ * Get the value of a field from the table.
+ */
+
+ template <class T, class V>
+ bool get(T& value, V field) const
+ {
+ bool ret = pushField(field).get(value);
+ mScript.pop();
+ return ret;
+ }
+
+
+ template <class T, class V>
+ void setField(T field, V value)
+ {
+ mScript.push(field);
+ mScript.push(value);
+ setField();
+ }
+
+ void setField()
+ {
+ lua_settable(mScript.mState, index);
+ }
+
+
+ template <class T>
+ void setField(const std::string& field, T value)
+ {
+ setField(field.c_str(), value);
+ }
+ template <class T>
+ void setField(const char* field, T value)
+ {
+ mScript.push(value);
+ lua_setfield(mScript.mState, index, field);
+ }
+
/**
- * Copy the value and push the copy to the stack.
+ * This set method, as opposed to the others, sets the value of the
+ * actual slot. The others set table values.
*/
+ template <class T>
+ void set(T value)
+ {
+ mScript.push(value);
+ replace();
+ }
- void pushCopy() const
+ void set()
{
- lua_pushvalue(mState, index);
+ replace();
}
+
/**
* Replace this value with the value at the top of the stack.
*/
- void replaceWithTop()
+ void replace()
{
- lua_replace(mState, index);
+ lua_replace(mScript.mState, index);
}
void remove()
{
- lua_remove(mState, index);
+ lua_remove(mScript.mState, index);
+ }
+
+ void pop()
+ {
+ // removes this slot, taking with it everything above it
+ mScript.pop(mScript.stackSize() - index + 1);
}
/**
- * Inserts the top-most value on the stack at position index, shifting other
- * values as needed.
+ * Inserts the top-most value on the stack at position index,
+ * shifting other values as needed.
*/
void insertTopHere()
{
- lua_insert(mState, index);
+ lua_insert(mScript.mState, index);
}
+
+ /**
+ * Copy the value and push the copy to the stack.
+ */
+
+ Slot pushCopy() const
+ {
+ lua_pushvalue(mScript.mState, index);
+ return mScript.top();
+ }
- void pushMetatable() const
+ Slot pushMetaTable() const
+ {
+ lua_getmetatable(mScript.mState, index);
+ return mScript.top();
+ }
+
+ Slot pushEnvironment() const
+ {
+ lua_getfenv(mScript.mState, index);
+ return mScript.top();
+ }
+
+
+ Slot pushField() const
{
- lua_getmetatable(mState, index);
+ lua_gettable(mScript.mState, index);
+ return mScript.top();
}
- void pushField() const
+ template <class T>
+ Slot pushField(T index) const
{
- lua_gettable(mState, index);
+ mScript.push(index);
+ return pushField();
}
- void pushField(const std::string& name) const
+ Slot pushField(const std::string& name) const
+ {
+ return pushField(name.c_str());
+ }
+ Slot pushField(const char* name) const
{
- lua_getfield(mState, index, name.c_str());
+ lua_getfield(mScript.mState, index, name);
+ return mScript.top();
}
- void pushField(size_t index) const
+
+ Script& script()
{
- lua_pushinteger(mState, lua_Integer(index));
- pushField();
+ return mScript;
}
+ const Script& script() const
+ {
+ return mScript;
+ }
private:
- lua_State* mState;
+ Script& mScript;
};
{
if (mState) destroy();
mState = luaL_newstate();
- lua_pushlightuserdata(mState, this);
- lua_setfield(mState, LUA_REGISTRYINDEX, "Script_hh_Object");
+ registry().setField("Script_hh_Object", (void*)this);
}
lua_setglobal(mState, name.c_str());
}
-
Result doString(const std::string& commands)
{
return (Result)luaL_dostring(mState, commands.c_str());
/**
- * Throw an error with the value at the top of the stack. This method never
- * returns because it does a long jump. Consequently, constructed C++
- * objects which exist on the stack between the current frame and some lua
- * function will not be destructed. That's not a problem for objects that
- * only exist on the stack, but any objects that allocate memory on the heap
- * (such as containers or strings) will leak. Therefore, you should only
- * call this method after cleaning up such objects.
+ * Throw an error with the value at the top of the stack. This method
+ * never returns because it does a long jump. Consequently,
+ * constructed C++ objects which exist on the stack between the
+ * current frame and some lua function will not be destructed. That's
+ * not a problem for objects that only exist on the stack, but any
+ * objects that allocate memory on the heap (such as containers or
+ * strings) will leak. Therefore, you should only call this method
+ * after cleaning up such objects.
*/
- void throwError()
+ void raise()
{
lua_error(mState);
}
* Get significant values.
*/
- Slot getGlobalTable() const
+ Slot globals() const
{
- return Slot(mState, GLOBALS);
+ return Slot(*this, GLOBALS);
}
- Slot getRegistryTable() const
+ Slot registry() const
{
- return Slot(mState, REGISTRY);
+ return Slot(*this, REGISTRY);
}
- Slot getEnvironmentTable() const
+ Slot environment() const
{
- return Slot(mState, ENVIRONMENT);
+ return Slot(*this, ENVIRONMENT);
}
- Slot getTop() const
+ Slot top() const
{
- return Slot(mState, lua_gettop(mState));
+ return Slot(*this, stackSize());
}
/**
- * Get the size of the stack; this is also the index of the top-most value.
+ * Get the size of the stack; this is also the index of the top-most
+ * value.
*/
- int getSize() const
+ int stackSize() const
{
return lua_gettop(mState);
}
- void setSize(int size)
+ void setStackSize(int size)
{
lua_settop(mState, size);
}
- void clear()
+ void clearStack()
{
- setSize(0);
+ setStackSize(0);
}
/**
- * Makes sure there is at least extra more places on the stack. Returns
- * false if space couldn't be created. Just like with the regular Lua API,
- * you are responsible to make sure the stack is big enough to hold whatever
- * you want to push on it. This is usually only an issue if you're pushing
- * stuff in a loop.
+ * Makes sure there is at least extra more places on the stack.
+ * Returns false if space couldn't be created. Just like with the
+ * regular Lua API, you are responsible to make sure the stack is big
+ * enough to hold whatever you want to push on it. This is usually
+ * only an issue if you're pushing stuff in a loop.
*/
bool checkStack(int extra)
* Concatenates the top-most n slots on the stack.
*/
- void concat(int n = 2)
+ void concatenate(int n = 2)
{
lua_concat(mState, n);
}
* Push some values onto the stack.
*/
- template <typename T>
- void push(T value)
+ template <class T>
+ Slot push(T value)
{
lua_pushinteger(mState, lua_Integer(value));
+ return top();
}
- void push(bool value)
+ Slot push(bool value)
{
lua_pushboolean(mState, int(value));
+ return top();
}
- void push(float value)
+ Slot push(float value)
{
lua_pushnumber(mState, (lua_Number)value);
+ return top();
}
- void push(double value)
+ Slot push(double value)
{
lua_pushnumber(mState, (lua_Number)value);
+ return top();
}
- void push(const std::string& value)
+ Slot push(const std::string& value)
{
lua_pushlstring(mState, value.c_str(), value.length());
+ return top();
}
- void push(const char* value)
+ Slot push(const char* value)
{
lua_pushstring(mState, value);
+ return top();
}
- void push(const char* value, size_t length)
+ Slot push(const char* value, size_t length)
{
lua_pushlstring(mState, value, length);
+ return top();
}
- void push(const Function& function)
+ Slot push(const Function& function)
{
mFunctions.push_back(function);
-
lua_pushlightuserdata(mState, (void*)&mFunctions.back());
lua_pushcclosure(mState, dispatchCall, 1);
+ return top();
}
- void push(void* data)
+ Slot push(void* data)
{
lua_pushlightuserdata(mState, data);
+ return top();
}
- void pushNil()
+ Slot pushNil()
{
lua_pushnil(mState);
+ return top();
}
- void pushFromThread(Script& thread, int n)
+ Slot pushFromThread(Script& thread, int n)
{
lua_xmove(thread.mState, mState, n);
+ return top();
}
- Result pushCode(const std::string& filename)
+ Slot pushCode(const std::string& file, Result& result)
{
- return (Result)luaL_loadfile(mState, filename.c_str());
+ result = (Result)luaL_loadfile(mState, file.c_str());
+ return top();
}
- Result pushCode(const std::string& name, const char* buffer, size_t size)
+ Slot pushCode(const std::string& name, const char* buffer,
+ size_t size, Result& result)
{
- return (Result)luaL_loadbuffer(mState, buffer, size, name.c_str());
+ result = (Result)luaL_loadbuffer(mState,
+ buffer, size, name.c_str());
+ return top();
}
- void* pushNewData(size_t size)
+ Slot pushNewData(void*& data, size_t size)
{
- return lua_newuserdata(mState, size);
+ data = lua_newuserdata(mState, size);
+ return top();
}
- void pushNewTable()
+ Slot pushNewTable(int narr = 0, int nrec = 0)
{
- lua_newtable(mState);
+ lua_createtable(mState, narr, nrec);
+ return top();
}
/**
* Call a function on the stack. The correct procedure is to push a
- * function onto the stack followed by nargs arguments. This method will
- * pop them off upon return, leaving up to nresults return values (default
- * is any number of return values, depending on the callee).
+ * function onto the stack followed by nargs arguments. This method
+ * will pop them off upon return, leaving up to nresults return values
+ * (default is any number of return values, depending on the callee).
*/
Result call(int nargs = 0, int nresults = LUA_MULTRET)
Slot operator [] (int index) const
{
- return Slot(mState, index);
- }
-
-
- /**
- * Getting and setting fields of a table.
- */
-
- void pushField(const std::string& field, int index = GLOBALS) const
- {
- lua_getfield(mState, index, field.c_str());
- }
-
- void set(const std::string& field, int index = GLOBALS)
- {
- lua_setfield(mState, index, field.c_str());
+ return Slot(*this, index);
}
}
else if (slot.isBoolean())
{
- if (slot) stream << "true";
- else stream << "false";
+ bool value;
+ slot.get(value);
+ if (value) stream << "true";
+ else stream << "false";
}
else if (slot.isNil())
{
}
else
{
- stream << slot.getTypeName() << " (" << slot.getIdentifier() << ")";
+ stream << slot.typeName() << " (" << slot.id() << ")";
}
return stream;
#endif // _MOOF_SCRIPT_HH_
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-