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<li class="navelem"><b>lutok</b></li><li class="navelem"><a class="el" href="a00011.html">state_c_gate</a></li>  </ul>
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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#pri-attribs">Private Attributes</a>  </div>
  <div class="headertitle">
<div class="title">lutok::state_c_gate Class Reference</div>  </div>
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<p>Gateway to the raw C state of Lua.  
 <a href="a00011.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="a00013_source.html">c_gate.hpp</a>&gt;</code></p>

<p><a href="a00040.html">List of all members.</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a45cf8c049b489118bb6ed174fe834cbf"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00011.html#a45cf8c049b489118bb6ed174fe834cbf">state_c_gate</a> (<a class="el" href="a00009.html">state</a> &amp;)</td></tr>
<tr class="memdesc:a45cf8c049b489118bb6ed174fe834cbf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new gateway to an existing C++ Lua state.  <a href="#a45cf8c049b489118bb6ed174fe834cbf"></a><br/></td></tr>
<tr class="memitem:a8f86776a8758c2ae3f1ef280356230b8"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00011.html#a8f86776a8758c2ae3f1ef280356230b8">~state_c_gate</a> (void)</td></tr>
<tr class="memdesc:a8f86776a8758c2ae3f1ef280356230b8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Destructor.  <a href="#a8f86776a8758c2ae3f1ef280356230b8"></a><br/></td></tr>
<tr class="memitem:a9ca464b39c2f2ee1326590893d12aeba"><td class="memItemLeft" align="right" valign="top">lua_State *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00011.html#a9ca464b39c2f2ee1326590893d12aeba">c_state</a> (void)</td></tr>
<tr class="memdesc:a9ca464b39c2f2ee1326590893d12aeba"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the C native Lua state.  <a href="#a9ca464b39c2f2ee1326590893d12aeba"></a><br/></td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:a6a9658d0088fe47855e2d081ce172f97"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="a00009.html">state</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00011.html#a6a9658d0088fe47855e2d081ce172f97">connect</a> (lua_State *)</td></tr>
<tr class="memdesc:a6a9658d0088fe47855e2d081ce172f97"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a C++ state for a C Lua state.  <a href="#a6a9658d0088fe47855e2d081ce172f97"></a><br/></td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pri-attribs"></a>
Private Attributes</h2></td></tr>
<tr class="memitem:a51083d09eb4ba2ef98e169d25f3916f4"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a51083d09eb4ba2ef98e169d25f3916f4"></a>
<a class="el" href="a00009.html">state</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="a00011.html#a51083d09eb4ba2ef98e169d25f3916f4">_state</a></td></tr>
<tr class="memdesc:a51083d09eb4ba2ef98e169d25f3916f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">The C++ state that this class wraps. <br/></td></tr>
</table>
<hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
<div class="textblock"><p>Gateway to the raw C state of Lua. </p>
<p>This class provides a mechanism to muck with the internals of the state wrapper class. Client code may wish to do so if Lutok is missing some features of the performance of Lutok in a particular situation is not reasonable.</p>
<dl class="section warning"><dt>Warning:</dt><dd>The use of this class is discouraged. By using this class, you are entering the world of unsafety. Anything you do through the objects exposed through this class will not be controlled by RAII patterns not validated in any other way, so you can end up corrupting the Lua state and later get crashes on otherwise perfectly-valid C++ code. </dd></dl>
</div><hr/><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="a45cf8c049b489118bb6ed174fe834cbf"></a>
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          <td class="memname">lutok::state_c_gate::state_c_gate </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="a00009.html">state</a> &amp;&#160;</td>
          <td class="paramname"><em>state_</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Creates a new gateway to an existing C++ Lua state. </p>
<dl class="params"><dt>Parameters:</dt><dd>
  <table class="params">
    <tr><td class="paramname">state_</td><td>The state to connect to. This object must remain alive while the newly-constructed <a class="el" href="a00011.html" title="Gateway to the raw C state of Lua.">state_c_gate</a> is alive. </td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a class="anchor" id="a8f86776a8758c2ae3f1ef280356230b8"></a>
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<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">lutok::state_c_gate::~state_c_gate </td>
          <td>(</td>
          <td class="paramtype">void&#160;</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Destructor. </p>
<p>Destroying this object has no implications on the life cycle of the Lua state. Only the corresponding state object controls when the Lua state is closed. </p>

</div>
</div>
<hr/><h2>Member Function Documentation</h2>
<a class="anchor" id="a9ca464b39c2f2ee1326590893d12aeba"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">lua_State * lutok::state_c_gate::c_state </td>
          <td>(</td>
          <td class="paramtype">void&#160;</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Returns the C native Lua state. </p>
<dl class="section return"><dt>Returns:</dt><dd>A native lua_State object holding the Lua C API state. </dd></dl>

</div>
</div>
<a class="anchor" id="a6a9658d0088fe47855e2d081ce172f97"></a>
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          <td class="memname"><a class="el" href="a00009.html">lutok::state</a> lutok::state_c_gate::connect </td>
          <td>(</td>
          <td class="paramtype">lua_State *&#160;</td>
          <td class="paramname"><em>raw_state</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">static</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p>Creates a C++ state for a C Lua state. </p>
<dl class="section warning"><dt>Warning:</dt><dd>The created state object does NOT own the C state. You must take care to properly destroy the input lua_State when you are done with it to not leak resources.</dd></dl>
<dl class="params"><dt>Parameters:</dt><dd>
  <table class="params">
    <tr><td class="paramname">raw_state</td><td>The raw state to wrap temporarily.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns:</dt><dd>The wrapped state without strong ownership on the input state. </dd></dl>

</div>
</div>
<hr/>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a00013_source.html">c_gate.hpp</a></li>
<li>c_gate.cpp</li>
</ul>
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