if (count ($doc) == 0) {
fwrite (STDERR, "Failed to read luadoc.json\n");
- exit (1);
+ exit (EXIT_FAILURE);
}
################################################################################
if ($arg == 'luabridge::LuaRef') {
return array ('Lua-Function' => $flags | 4);
}
+ if ($arg == 'LTC_TV_STANDARD') {
+ $arg = 'ARDOUR::DSP::LTC_TV_STANDARD';
+ }
# check Class declarations first
foreach (array_merge ($classes, $consts) as $b) {
if (!$first) { $rv .= ', '; }; $first = false;
if (empty ($a)) { continue; }
$a = preg_replace ('/([^>]) >/', '$1>', $a);
- $a = preg_replace ('/^Cairo::/', '', $a); // special case cairo enums
$a = preg_replace ('/([^ ])&/', '$1 &', $a);
$a = preg_replace ('/std::vector<([^>]*)> const/', 'const std::vector<$1>', $a);
$a = str_replace ('std::vector', 'vector', $a);
} else {
?>
----
-layout: default
-style: luadoc
-title: Class Reference
----
<p class="warning">
This documentation is far from complete may be inaccurate and subject to change.
e.g <code>obj = Session:route_by_name("Audio") obj:set_name("Guitar")</code>.
</p>
<p>
-Lua automatically follows C++ class inheritance. e.g one can directly call all SessionObject and Route methods on Track object. However lua does not automatically promote objects. A Route object which just happens to be a Track needs to be explicily cast to a Track. Methods for casts are provided with each class. Note that the cast may fail and return a <em>nil</em> reference.
+Lua automatically follows C++ class inheritance. e.g one can directly call all SessionObject and Route methods on Track object. However lua does not automatically promote objects. A Route object which just happens to be a Track needs to be explicitly cast to a Track. Methods for casts are provided with each class. Note that the cast may fail and return a <em>nil</em> reference.
</p>
<p>
-Likewise multiple inheritance is a <a href="http://www.lua.org/pil/16.3.html">non-trivial issue</a> in lua. To avoid performance penalties involved with lookups, explicit casts are required in this case. One example is <?=typelink('ARDOUR:SessionObject')?> which is-a StatefulDestructible which inhertis from both Stateful and Destructible.
+Likewise multiple inheritance is a <a href="http://www.lua.org/pil/16.3.html">non-trivial issue</a> in Lua. To avoid performance penalties involved with lookups, explicit casts are required in this case. One example is <?=typelink('ARDOUR:SessionObject')?> which is-a StatefulDestructible which inherits from both Stateful and Destructible.
</p>
<p>
Object lifetimes are managed by the Session. Most Objects cannot be directly created, but one asks the Session to create or destroy them. This is mainly due to realtime constrains:
</p>
<h3>Pass by Reference</h3>
<p>
-Since lua functions are closures, C++ methods that pass arguments by reference cannot be used as-is.
+Since Lua functions are closures, C++ methods that pass arguments by reference cannot be used as-is.
All parameters passed to a C++ method which uses references are returned as Lua Table.
If the C++ method also returns a value it is prefixed. Two parameters are returned: the value and a Lua Table holding the parameters.
</p>
<h3>Pointer Classes</h3>
<p>
Libardour makes extensive use of reference counted <code>boost::shared_ptr</code> to manage lifetimes.
-The Lua bindings provide a complete abstration of this. There are no pointers in lua.
-For example a <?=typelink('ARDOUR:Route')?> is a pointer in C++, but lua functions operate on it like it was a class instance.
+The Lua bindings provide a complete abstraction of this. There are no pointers in Lua.
+For example a <?=typelink('ARDOUR:Route')?> is a pointer in C++, but Lua functions operate on it like it was a class instance.
</p>
<p>
-<code>shared_ptr</code> are reference counted. Once assigned to a lua variable, the C++ object will be kept and remains valid.
-It is good practice to assign references to lua <code>local</code> variables or reset the variable to <code>nil</code> to drop the ref.
+<code>shared_ptr</code> are reference counted. Once assigned to a Lua variable, the C++ object will be kept and remains valid.
+It is good practice to assign references to Lua <code>local</code> variables or reset the variable to <code>nil</code> to drop the ref.
</p>
<p>
All pointer classes have a <code>isnil ()</code> method. This is for two cases:
<p>
The second case if for <code>boost::weak_ptr</code>. As opposed to <code>boost::shared_ptr</code> weak-pointers are not reference counted.
The object may vanish at any time.
-If lua code calls a method on a nil object, the interpreter will raise an exception and the script will not continue.
+If Lua code calls a method on a nil object, the interpreter will raise an exception and the script will not continue.
This is not unlike <code>a = nil a:test()</code> which results in en error "<em>attempt to index a nil value</em>".
</p>
<p>
-From the lua side of things there is no distinction between weak and shared pointers. They behave identically.
-Below they're inidicated in orange and have an arrow to indicate the pointer type.
-Pointer Classes cannot be created in lua scripts. It always requires a call to C++ to create the Object and obtain a reference to it.
+From the Lua side of things there is no distinction between weak and shared pointers. They behave identically.
+Below they're indicated in orange and have an arrow to indicate the pointer type.
+Pointer Classes cannot be created in Lua scripts. It always requires a call to C++ to create the Object and obtain a reference to it.
</p>