Adrian Hedqvist
ec131d8bda
* 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
92 lines
2.9 KiB
C++
92 lines
2.9 KiB
C++
// Copyright satoren
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// Distributed under the Boost Software License, Version 1.0. (See
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// accompanying file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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#pragma once
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#include <exception>
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#include <stdexcept>
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namespace kaguya {
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class LuaException : public std::exception {
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int status_;
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std::string what_;
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const char *what_c_;
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public:
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LuaException(int status, const char *what) throw()
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: status_(status), what_c_(what) {}
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LuaException(int status, const std::string &what)
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: status_(status), what_(what), what_c_(0) {}
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int status() const throw() { return status_; }
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const char *what() const throw() { return what_c_ ? what_c_ : what_.c_str(); }
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~LuaException() throw() {}
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};
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class KaguyaException : public std::exception {
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std::string what_;
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const char *what_c_;
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public:
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KaguyaException(const char *what) throw() : what_c_(what) {}
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KaguyaException(const std::string &what) : what_(what), what_c_(0) {}
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const char *what() const throw() { return what_c_ ? what_c_ : what_.c_str(); }
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~KaguyaException() throw() {}
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};
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class LuaTypeMismatch : public LuaException {
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public:
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LuaTypeMismatch() throw() : LuaException(0, "type mismatch!!") {}
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LuaTypeMismatch(const char *what) throw() : LuaException(0, what) {}
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LuaTypeMismatch(const std::string &what) : LuaException(0, what) {}
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};
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class LuaMemoryError : public LuaException {
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public:
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LuaMemoryError(int status, const char *what) throw()
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: LuaException(status, what) {}
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LuaMemoryError(int status, const std::string &what)
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: LuaException(status, what) {}
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};
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class LuaRuntimeError : public LuaException {
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public:
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LuaRuntimeError(int status, const char *what) throw()
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: LuaException(status, what) {}
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LuaRuntimeError(int status, const std::string &what)
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: LuaException(status, what) {}
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};
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class LuaErrorRunningError : public LuaException {
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public:
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LuaErrorRunningError(int status, const char *what) throw()
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: LuaException(status, what) {}
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LuaErrorRunningError(int status, const std::string &what)
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: LuaException(status, what) {}
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};
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class LuaGCError : public LuaException {
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public:
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LuaGCError(int status, const char *what) throw()
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: LuaException(status, what) {}
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LuaGCError(int status, const std::string &what)
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: LuaException(status, what) {}
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};
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class LuaUnknownError : public LuaException {
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public:
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LuaUnknownError(int status, const char *what) throw()
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: LuaException(status, what) {}
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LuaUnknownError(int status, const std::string &what)
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: LuaException(status, what) {}
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};
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class LuaSyntaxError : public LuaException {
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public:
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LuaSyntaxError(int status, const std::string &what)
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: LuaException(status, what) {}
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};
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namespace except {
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void OtherError(lua_State *state, const std::string &message);
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void typeMismatchError(lua_State *state, const std::string &message);
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void memoryError(lua_State *state, const char *message);
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bool checkErrorAndThrow(int status, lua_State *state);
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}
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}
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