dungeon/libs/kaguya-1.3.2/include/kaguya/exception.hpp
Adrian Hedqvist ec131d8bda Too much stuff
* Implemented lua using kaguya, only for config files for now
* Moved color struct to its own header
* statically link glew instead of including the source in the project
* Other stuff that I don't remember
2017-10-18 12:25:25 +02:00

93 lines
2.9 KiB
C++

// Copyright satoren
// Distributed under the Boost Software License, Version 1.0. (See
// accompanying file LICENSE_1_0.txt or copy at
// http://www.boost.org/LICENSE_1_0.txt)
#pragma once
#include <exception>
#include <stdexcept>
namespace kaguya {
class LuaException : public std::exception {
int status_;
std::string what_;
const char *what_c_;
public:
LuaException(int status, const char *what) throw()
: status_(status), what_c_(what) {}
LuaException(int status, const std::string &what)
: status_(status), what_(what), what_c_(0) {}
int status() const throw() { return status_; }
const char *what() const throw() { return what_c_ ? what_c_ : what_.c_str(); }
~LuaException() throw() {}
};
class KaguyaException : public std::exception {
std::string what_;
const char *what_c_;
public:
KaguyaException(const char *what) throw() : what_c_(what) {}
KaguyaException(const std::string &what) : what_(what), what_c_(0) {}
const char *what() const throw() { return what_c_ ? what_c_ : what_.c_str(); }
~KaguyaException() throw() {}
};
class LuaTypeMismatch : public LuaException {
public:
LuaTypeMismatch() throw() : LuaException(0, "type mismatch!!") {}
LuaTypeMismatch(const char *what) throw() : LuaException(0, what) {}
LuaTypeMismatch(const std::string &what) : LuaException(0, what) {}
};
class LuaMemoryError : public LuaException {
public:
LuaMemoryError(int status, const char *what) throw()
: LuaException(status, what) {}
LuaMemoryError(int status, const std::string &what)
: LuaException(status, what) {}
};
class LuaRuntimeError : public LuaException {
public:
LuaRuntimeError(int status, const char *what) throw()
: LuaException(status, what) {}
LuaRuntimeError(int status, const std::string &what)
: LuaException(status, what) {}
};
class LuaErrorRunningError : public LuaException {
public:
LuaErrorRunningError(int status, const char *what) throw()
: LuaException(status, what) {}
LuaErrorRunningError(int status, const std::string &what)
: LuaException(status, what) {}
};
class LuaGCError : public LuaException {
public:
LuaGCError(int status, const char *what) throw()
: LuaException(status, what) {}
LuaGCError(int status, const std::string &what)
: LuaException(status, what) {}
};
class LuaUnknownError : public LuaException {
public:
LuaUnknownError(int status, const char *what) throw()
: LuaException(status, what) {}
LuaUnknownError(int status, const std::string &what)
: LuaException(status, what) {}
};
class LuaSyntaxError : public LuaException {
public:
LuaSyntaxError(int status, const std::string &what)
: LuaException(status, what) {}
};
namespace except {
void OtherError(lua_State *state, const std::string &message);
void typeMismatchError(lua_State *state, const std::string &message);
void memoryError(lua_State *state, const char *message);
bool checkErrorAndThrow(int status, lua_State *state);
}
}