diff options
author | Robin Gareus <robin@gareus.org> | 2019-08-24 02:38:14 +0200 |
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committer | Robin Gareus <robin@gareus.org> | 2019-08-24 03:32:47 +0200 |
commit | ab62c8a926360a0de62750a264d88b4aaa93b2b9 (patch) | |
tree | bfe50067425a8deea8b36ebb8959c2797501ffd9 /tools/fmt-luadoc.php | |
parent | 89f0e70b82269fe582fb727dc88cb1b3825ce0b4 (diff) |
Towards fixing luadoc, manual page creation
Diffstat (limited to 'tools/fmt-luadoc.php')
-rwxr-xr-x | tools/fmt-luadoc.php | 25 |
1 files changed, 14 insertions, 11 deletions
diff --git a/tools/fmt-luadoc.php b/tools/fmt-luadoc.php index 79c0a791bc..aef277dbf8 100755 --- a/tools/fmt-luadoc.php +++ b/tools/fmt-luadoc.php @@ -105,6 +105,9 @@ function arg2lua ($argtype, $flags = 0) { if ($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) { @@ -871,10 +874,10 @@ Operations are performed on objects. One gets a reference to an object and then 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: @@ -882,7 +885,7 @@ you cannot simply remove a track that is currently processing audio. There are v </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> @@ -934,12 +937,12 @@ print (rv, ref[1], ref[2]) <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: @@ -949,13 +952,13 @@ may not be able to find the given plugin and hence cannot create an object. <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> |