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33 /// Creates a new gateway to an existing C++ Lua state.
35 /// \param state_ The state to connect to. This object must remain alive while
36 /// the newly-constructed state_c_gate is alive.
37 lutok::state_c_gate::state_c_gate(state& state_) :
45 /// Destroying this object has no implications on the life cycle of the Lua
46 /// state. Only the corresponding state object controls when the Lua state is
48 lutok::state_c_gate::~state_c_gate(void)
53 /// Creates a C++ state for a C Lua state.
55 /// \warning The created state object does NOT own the C state. You must take
56 /// care to properly destroy the input lua_State when you are done with it to
57 /// not leak resources.
59 /// \param raw_state The raw state to wrap temporarily.
61 /// \return The wrapped state without strong ownership on the input state.
63 lutok::state_c_gate::connect(lua_State* raw_state)
65 return state(static_cast< void* >(raw_state));
69 /// Returns the C native Lua state.
71 /// \return A native lua_State object holding the Lua C API state.
73 lutok::state_c_gate::c_state(void)
75 return static_cast< lua_State* >(_state.raw_state());