2023-06-20 04:33:09 +00:00
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#ifndef STAR_LUA_CONVERTERS_HPP
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#define STAR_LUA_CONVERTERS_HPP
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#include "StarRect.hpp"
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#include "StarVector.hpp"
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#include "StarColor.hpp"
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#include "StarPoly.hpp"
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#include "StarLine.hpp"
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#include "StarLua.hpp"
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#include "StarVariant.hpp"
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namespace Star {
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template <typename T1, typename T2>
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struct LuaConverter<pair<T1, T2>> {
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static LuaValue from(LuaEngine& engine, pair<T1, T2>&& v) {
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auto t = engine.createTable();
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t.set(1, move(v.first));
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t.set(2, move(v.second));
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return t;
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}
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static LuaValue from(LuaEngine& engine, pair<T1, T2> const& v) {
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auto t = engine.createTable();
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t.set(1, v.first);
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t.set(2, v.second);
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return t;
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}
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static Maybe<pair<T1, T2>> to(LuaEngine& engine, LuaValue const& v) {
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if (auto table = engine.luaMaybeTo<LuaTable>(move(v))) {
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auto p1 = engine.luaMaybeTo<T1>(table->get(1));
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auto p2 = engine.luaMaybeTo<T2>(table->get(2));
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if (p1 && p2)
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return {{p1.take(), p2.take()}};
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}
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return {};
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}
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};
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template <typename T, size_t N>
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struct LuaConverter<Vector<T, N>> {
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static LuaValue from(LuaEngine& engine, Vector<T, N> const& v) {
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return engine.createArrayTable(v);
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}
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static Maybe<Vector<T, N>> to(LuaEngine& engine, LuaValue const& v) {
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auto table = v.ptr<LuaTable>();
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if (!table)
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return {};
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Vector<T, N> vec;
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for (size_t i = 0; i < N; ++i) {
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auto v = engine.luaMaybeTo<T>(table->get(i + 1));
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if (!v)
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return {};
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vec[i] = *v;
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}
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return vec;
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}
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};
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template <typename T>
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struct LuaConverter<Matrix3<T>> {
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static LuaValue from(LuaEngine& engine, Matrix3<T> const& m) {
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2023-07-02 22:51:42 +00:00
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auto table = engine.createTable(3, 0);
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table.set(1, m[0]);
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table.set(2, m[1]);
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table.set(3, m[2]);
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2023-06-20 04:33:09 +00:00
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return table;
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}
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static Maybe<Matrix3<T>> to(LuaEngine& engine, LuaValue const& v) {
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if (auto table = v.ptr<LuaTable>()) {
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auto r1 = engine.luaMaybeTo<typename Matrix3<T>::Vec3>(table->get(1));
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auto r2 = engine.luaMaybeTo<typename Matrix3<T>::Vec3>(table->get(2));
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auto r3 = engine.luaMaybeTo<typename Matrix3<T>::Vec3>(table->get(3));
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if (r1 && r2 && r3)
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return Matrix3<T>(*r1, *r2, *r3);
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}
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return {};
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}
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};
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template <typename T>
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struct LuaConverter<Rect<T>> {
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static LuaValue from(LuaEngine& engine, Rect<T> const& v) {
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if (v.isNull())
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return LuaNil;
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auto t = engine.createTable();
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t.set(1, v.xMin());
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t.set(2, v.yMin());
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t.set(3, v.xMax());
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t.set(4, v.yMax());
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return t;
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}
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static Maybe<Rect<T>> to(LuaEngine& engine, LuaValue const& v) {
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if (v == LuaNil)
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return Rect<T>::null();
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if (auto table = v.ptr<LuaTable>()) {
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auto xMin = engine.luaMaybeTo<T>(table->get(1));
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auto yMin = engine.luaMaybeTo<T>(table->get(2));
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auto xMax = engine.luaMaybeTo<T>(table->get(3));
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auto yMax = engine.luaMaybeTo<T>(table->get(4));
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if (xMin && yMin && xMax && yMax)
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return Rect<T>(*xMin, *yMin, *xMax, *yMax);
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}
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return {};
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}
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};
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template <typename T>
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struct LuaConverter<Polygon<T>> {
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static LuaValue from(LuaEngine& engine, Polygon<T> const& poly) {
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return engine.createArrayTable(poly.vertexes());
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}
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static Maybe<Polygon<T>> to(LuaEngine& engine, LuaValue const& v) {
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if (auto points = engine.luaMaybeTo<typename Polygon<T>::VertexList>(v))
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return Polygon<T>(points.take());
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return {};
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}
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};
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template <typename T, size_t N>
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struct LuaConverter<Line<T, N>> {
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static LuaValue from(LuaEngine& engine, Line<T, N> const& line) {
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auto table = engine.createTable();
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table.set(1, line.min());
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table.set(2, line.max());
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return table;
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}
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static Maybe<Line<T, N>> to(LuaEngine& engine, LuaValue const& v) {
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if (auto table = v.ptr<LuaTable>()) {
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auto min = engine.luaMaybeTo<Vector<T, N>>(table->get(1));
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auto max = engine.luaMaybeTo<Vector<T, N>>(table->get(2));
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if (min && max)
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return Line<T, N>(*min, *max);
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}
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return {};
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}
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};
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// Sort of magical converter, tries to convert from all the types in the
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// Variant in order, returning the first correct type. Types should not be
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// ambiguous, or the more specific types should come first, which relies on the
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// implementation of the converters.
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template <typename FirstType, typename... RestTypes>
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struct LuaConverter<Variant<FirstType, RestTypes...>> {
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static LuaValue from(LuaEngine& engine, Variant<FirstType, RestTypes...> const& variant) {
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return variant.call([&engine](auto const& a) { return luaFrom(engine, a); });
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}
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static LuaValue from(LuaEngine& engine, Variant<FirstType, RestTypes...>&& variant) {
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return variant.call([&engine](auto& a) { return luaFrom(engine, move(a)); });
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}
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static Maybe<Variant<FirstType, RestTypes...>> to(LuaEngine& engine, LuaValue const& v) {
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return checkTypeTo<FirstType, RestTypes...>(engine, v);
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}
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template <typename CheckType1, typename CheckType2, typename... CheckTypeRest>
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static Maybe<Variant<FirstType, RestTypes...>> checkTypeTo(LuaEngine& engine, LuaValue const& v) {
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if (auto t1 = engine.luaMaybeTo<CheckType1>(v))
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return t1;
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else
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return checkTypeTo<CheckType2, CheckTypeRest...>(engine, v);
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}
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template <typename Type>
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static Maybe<Variant<FirstType, RestTypes...>> checkTypeTo(LuaEngine& engine, LuaValue const& v) {
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return engine.luaMaybeTo<Type>(v);
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}
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static Maybe<Variant<FirstType, RestTypes...>> to(LuaEngine& engine, LuaValue&& v) {
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return checkTypeTo<FirstType, RestTypes...>(engine, move(v));
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}
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template <typename CheckType1, typename CheckType2, typename... CheckTypeRest>
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static Maybe<Variant<FirstType, RestTypes...>> checkTypeTo(LuaEngine& engine, LuaValue&& v) {
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if (auto t1 = engine.luaMaybeTo<CheckType1>(v))
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return t1;
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else
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return checkTypeTo<CheckType2, CheckTypeRest...>(engine, move(v));
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}
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template <typename Type>
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static Maybe<Variant<FirstType, RestTypes...>> checkTypeTo(LuaEngine& engine, LuaValue&& v) {
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return engine.luaMaybeTo<Type>(move(v));
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}
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};
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// Similarly to Variant converter, tries to convert from all types in order.
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// An empty MVariant is converted to nil and vice versa.
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template <typename... Types>
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struct LuaConverter<MVariant<Types...>> {
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static LuaValue from(LuaEngine& engine, MVariant<Types...> const& variant) {
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LuaValue value;
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variant.call([&value, &engine](auto const& a) {
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value = luaFrom(engine, a);
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});
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return value;
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}
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static LuaValue from(LuaEngine& engine, MVariant<Types...>&& variant) {
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LuaValue value;
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variant.call([&value, &engine](auto& a) {
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value = luaFrom(engine, move(a));
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});
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return value;
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}
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static Maybe<MVariant<Types...>> to(LuaEngine& engine, LuaValue const& v) {
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if (v == LuaNil)
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return MVariant<Types...>();
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return checkTypeTo<Types...>(engine, v);
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}
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template <typename CheckType1, typename CheckType2, typename... CheckTypeRest>
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static Maybe<MVariant<Types...>> checkTypeTo(LuaEngine& engine, LuaValue const& v) {
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if (auto t1 = engine.luaMaybeTo<CheckType1>(v))
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return t1;
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else
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return checkTypeTo<CheckType2, CheckTypeRest...>(engine, v);
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}
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template <typename CheckType>
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static Maybe<MVariant<Types...>> checkTypeTo(LuaEngine& engine, LuaValue const& v) {
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return engine.luaMaybeTo<CheckType>(v);
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}
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static Maybe<MVariant<Types...>> to(LuaEngine& engine, LuaValue&& v) {
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if (v == LuaNil)
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return MVariant<Types...>();
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return checkTypeTo<Types...>(engine, move(v));
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}
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template <typename CheckType1, typename CheckType2, typename... CheckTypeRest>
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static Maybe<MVariant<Types...>> checkTypeTo(LuaEngine& engine, LuaValue&& v) {
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if (auto t1 = engine.luaMaybeTo<CheckType1>(v))
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return t1;
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else
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return checkTypeTo<CheckType2, CheckTypeRest...>(engine, move(v));
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}
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template <typename CheckType>
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static Maybe<MVariant<Types...>> checkTypeTo(LuaEngine& engine, LuaValue&& v) {
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return engine.luaMaybeTo<CheckType>(move(v));
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}
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};
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template <>
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struct LuaConverter<Color> {
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static LuaValue from(LuaEngine& engine, Color const& c);
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static Maybe<Color> to(LuaEngine& engine, LuaValue const& v);
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};
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}
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#endif
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