sol2/docs/source/tutorial/all-the-things.rst

676 lines
16 KiB
ReStructuredText
Raw Normal View History

2016-04-24 05:16:56 +08:00
tutorial: quick 'n' dirty
=========================
2016-04-24 06:24:48 +08:00
These are all the things. Use your browser's search to find things you want.
You'll need to ``#include <sol.hpp>``/``#include "sol.hpp"`` somewhere in your code. Sol is header-only, so you don't need to compile anything.
opening a state
---------------
.. code-block:: cpp
2016-04-25 00:40:35 +08:00
int main (int argc, char* argv[]) {
sol::state lua;
// open some common libraries
lua.open_libraries(sol::lib::base, sol::lib::package);
lua.script( "print('bark bark bark!')" );
}
sol::state on lua_State*
------------------------
For your system/game that already has lua, but you'd like something nice:
.. code-block:: cpp
int pre_existing_system( lua_State* L ) {
sol::state_view lua(L);
lua.script( "print('bark bark bark!')" );
return 0;
}
running lua code
----------------
.. code-block:: cpp
sol::state lua;
// load and execute from string
lua.script("a = 'test'");
// load and execute from file
lua.script_file("path/to/luascript.lua");
// load file without execute
2016-04-24 06:30:10 +08:00
sol::load_result script1 = state.load_file("path/to/luascript.lua");
script1(); //execute
// load string without execute
2016-04-24 06:30:10 +08:00
sol::load_result script2 = state.load("a = 'test'");
script2(); //execute
set and get variables
---------------------
You can set/get everything.
.. code-block:: cpp
sol::lua_state lua;
lua.open_libraries(sol::lib::base);
// integer types
lua.set("number", 24);
// floating point numbers
lua["number2"] = 24.5;
// string types
lua["important_string"] = "woof woof";
// non-recognized types is stored as userdata
// this moves the type in (or copies, depending on class semantics)
lua["myuserdata"] = some_class();
// is callable, therefore gets stored as a function
lua["a_function"] = [](){ return 100; };
// implicit conversion
int number = lua["number"];
// explicit get
auto number2 = lua.get<double>("number2");
// strings too
std::string important_string = lua["important_string"];
// get a function
sol::function a_function = lua["a_function"];
int value_is_100 = a_function();
// get a std::function
std::function<int()> a_std_function = lua["a_function"];
int value_is_still_100 = a_std_function();
Retrieve Lua types using ``object`` and other ``sol::`` types.
.. code-block:: cpp
sol::state lua;
// ... everything from before
sol::object number_obj = lua.get<sol::object>( "number" );
// sol::type::number
sol::type t1 = number_obj.get_type();
sol::object function_obj = lua[ "a_function" ];
// sol::type::function
sol::type t2 = function_obj.get_type();
bool is_it_really = function_obj.is<std::function<int()>(); // true
// will not contain data
sol::optional<int> check_for_me = lua["a_function"];
You can erase things by setting it to ``nullptr`` or ``sol::nil``.
.. code-block:: cpp
sol::state lua;
lua.script("exists = 250");
int first_try = lua.get_or<int>( 322 );
// first_try == 250
lua.set("exists", sol::nil);
int second_try = lua.get_or<int>( 322 );
// second_try == 322
tables
------
:doc:`sol::state<../api/state>` is a table too.
.. code-block:: cpp
sol::state lua;
// Raw string literal for easy multiline
lua.script( R"(
abc = { [0] = 24 }
def = {
ghi = {
bark = 50,
woof = abc
}
}
)"
);
sol::table abc = lua["abc"];
sol::state def = lua["def"];
sol::table ghi = lua["def"]["ghi"];
int bark1 = def["ghi"]["bark"];
int bark2 = lua["def"]["ghi"]["bark"];
2016-04-25 10:45:52 +08:00
// bark1 == bark2 == 50
int abcval1 = abc[0];
int abcval2 = ghi["woof"][0];
2016-04-25 10:45:52 +08:00
// abcval1 == abcval2 == 24
If you're going deep, be safe:
.. code-block:: cpp
sol::state lua;
2016-04-24 06:24:48 +08:00
sol::optional<int> will_not_error = lua["abc"]["DOESNOTEXIST"]["ghi"];
// will_not_error == sol::nullopt
int will_not_error2 = lua["abc"]["def"]["ghi"]["jklm"].get_or<int>(25);
// is 25
// if you don't go safe,
// will throw (or do at_panic if no exceptions)
int aaaahhh = lua["abc"]["hope_u_liek_crash"];
make tables
-----------
Make some:
.. code-block:: cpp
lua["abc"] = lua.create_table_with(
0, 24
);
lua.create_named_table("def",
"ghi", lua.create_table_with(
"bark", 50,
2016-04-25 00:49:27 +08:00
// can reference other existing stuff too
"woof", lua["abc"]
)
);
Equivalent Lua code:
.. code-block:: lua
abc = { [0] = 24 }
def = {
ghi = {
bark = 50,
woof = abc
}
}
You can put anything you want in tables as values or keys, including strings, numbers, functions, other tables.
functions
---------
They're great. Use them:
.. code-block:: cpp
sol::state lua;
lua.script("function f (a, b, c, d) return 1 end");
2016-04-25 10:45:52 +08:00
lua.script("function g (a, b) return a + b end");
// fixed signature std::function<...>
std::function<int(int, double, int, std::string)> stdfx = lua["f"];
2016-04-25 00:49:27 +08:00
// sol::function is often easier:
// takes a variable number/types of arguments...
sol::function fx = lua["f"];
int is_one = stdfx(1, 34.5, 3, "bark");
int is_also_one = fx(1, "boop", 3, "bark");
// call through operator[]
int is_three = lua["g"](1, 2);
// is_three == 3
double is_4_8 = lua["g"](2.4, 2.4);
// is_4_8 == 4.8
2016-04-25 10:45:52 +08:00
If you need to protect against errors and parser problems and you're not ready to deal with Lua's `longjmp` problems (if you compiled with C), use :doc:`sol::protected_function<../api/protected_function>`.
You can bind member variables as functions too:
.. code-block:: cpp
void some_function () {
std::cout << "some function!" << std::endl;
}
struct some_class {
int variable = 30;
double member_function () {
return 24.5;
}
};
sol::state lua;
lua.open_libraries(sol::lib::base);
lua["f1"] = some_function;
lua.set_function("f2", &some_other_function);
lua.script(R"(
f1() -- some function!
f2() -- some function!
)");
// put an instance of "some_class" into lua
lua.set("sc", some_class());
// binds just the member function
lua["m1"] = &some_class::member_function;
// binds the class to the type
lua.set_function("m2", &some_class::member_function, some_class{});
lua.script(R"(
-- need class instance if you don't bind it with the function
print(m1(sc)) -- 24.5
-- does not need class instance: was made with one
print(m2()) -- 24.5
)");
// binds just the member variable as a function
lua["v1"] = &some_class::variable;
// binds class with member variable as function
lua.set_function("v2", &some_class::variable, some_class{});
lua.script(R"(
-- need class instance if you don't bind it with the function
print(v1(sc)) -- 30
-- does not need class instance: was bound with one
print(v2()) -- 30
-- can set: still requires instance
v1(sc, 212)
-- can set: does not need class instance: was bound with one
v2(254)
print(v1(sc)) -- 212
print(v2()) -- 254
)");
Can use ``sol::readonly( &some_class::variable )`` to make a variable readonly and error if someone tries to write to it.
2016-04-25 00:40:35 +08:00
multiple returns from lua
-------------------------
.. code-block:: cpp
sol::state lua;
lua.script("function f (a, b, c) return a, b, c end");
2016-04-25 00:49:27 +08:00
std::tuple<int, int, int> result
= lua["f"](100, 200, 300);
2016-04-25 00:40:35 +08:00
// result == { 100, 200, 300 }
int a, int b;
std::string c;
sol::tie( a, b, c ) = lua["f"](100, 200, "bark");
// a == 100
// b == 200
// c == "bark"
multiple returns to lua
-----------------------
.. code-block:: cpp
sol::state lua;
lua["f"] = [](int a, int b, sol::object c) {
// sol::object can be anything here: just pass it through
return std::make_tuple( 100, 200, c );
};
std::tuple<int, int, int> result = lua["f"](100, 200, 300);
// result == { 100, 200, 300 }
2016-04-25 00:49:27 +08:00
std::tuple<int, int, std::string> resutl2
= lua["f"](100, 200, "BARK BARK BARK!")
2016-04-25 00:40:35 +08:00
// result == { 100, 200, "BARK BARK BARK!" }
int a, int b;
std::string c;
sol::tie( a, b, c ) = lua["f"](100, 200, "bark");
// a == 100
// b == 200
// c == "bark"
C++ classes in from C++
-----------------------
Everything that is not a:
* primitive type: ``bool``, ``char/short/int/long/long long``, ``float/double``
* string type: ``std::string``, ``const char*``
* function type: function pointers, ``lua_CFunction``, ``std::function``, :doc:`sol::function/sol::protected_function<../api/function>`, :doc:`sol::coroutine<../api/coroutine>`, member variable, member function
* designated sol type: :doc:`sol::table<../api/table>`, :doc:`sol::thread<../api/thread>`, :doc:`sol::error<../api/error>`, :doc:`sol::object<../api/object>`
* transparent argument type: :doc:`sol::variadic_arg<../api/variadic_args>`, :doc:`sol::this_state<../api/this_state>`
* usertype<T> class: :doc:`sol::usertype<../api/usertype>`
Is set as a :doc:`userdata + usertype<../api/usertype>`.
.. code-block:: cpp
struct Doge {
int tailwag = 50;
}
Doge dog{};
// Copy into lua: destroyed by Lua VM during garbage collection
lua["dog"] = dog;
// OR: move semantics - will call move constructor if present instead
// Again, owned by Lua
lua["dog"] = std::move( dog );
lua["dog"] = Doge{};
lua["dog"] = std::make_unique<Doge>();
lua["dog"] = std::make_shared<Doge>();
// Identical to above
2016-04-25 10:45:52 +08:00
Doge dog2{};
lua.set("dog", dog2);
lua.set("dog", std::move(dog2));
lua.set("dog", Doge{});
lua.set("dog", std::unique_ptr<Doge>(new Doge()));
lua.set("dog", std::shared_ptr<Doge>(new Doge()));
``std::unique_ptr``/``std::shared_ptr``'s reference counts / deleters will :doc:`be respected<../api/unique_usertype_traits>`. If you want it to refer to something, whose memory you know won't die in C++, do the following:
.. code-block:: cpp
struct Doge {
int tailwag = 50;
}
sol::state lua;
lua.open_libraries(sol::lib::base);
Doge dog{}; // Kept alive somehow
// Later...
// The following stores a reference, and does not copy/move
2016-04-24 06:24:48 +08:00
// lifetime is same as dog in C++
// (access after it is destroyed is bad)
lua["dog"] = &dog;
// Same as above: respects std::reference_wrapper
lua["dog"] = std::ref(dog);
// These two are identical to above
lua.set( "dog", &dog );
lua.set( "dog", std::ref( dog ) );
Get userdata in the same way as everything else:
.. code-block:: cpp
struct Doge {
int tailwag = 50;
}
sol::state lua;
lua.open_libraries(sol::lib::base);
Doge& dog = lua["dog"]; // References Lua memory
Doge* dog_pointer = lua["dog"]; // References Lua memory
Doge dog_copy = lua["dog"]; // Copies, will not affect lua
Note that you can change the data of usertype variables and it will affect things in lua if you get a pointer or a reference from Sol:
.. code-block:: cpp
struct Doge {
int tailwag = 50;
}
sol::state lua;
lua.open_libraries(sol::lib::base);
Doge& dog = lua["dog"]; // References Lua memory
Doge* dog_pointer = lua["dog"]; // References Lua memory
Doge dog_copy = lua["dog"]; // Copies, will not affect lua
dog_copy.tailwag = 525;
// Still 50
lua.script("assert(dog.tailwag == 50)");
dog.tailwag = 100;
// Now 100
lua.script("assert(dog.tailwag == 100)");
C++ classes in Lua
------------------
Because there's a LOT you can do with Sol:
.. code-block:: cpp
:caption: test_player.hpp
struct player {
public:
int bullets;
int speed;
2016-04-24 06:24:48 +08:00
player()
: player(3, 100) {
}
2016-04-24 06:24:48 +08:00
player(int ammo)
: player(ammo, 100) {
}
2016-04-24 06:24:48 +08:00
player(int ammo, int hitpoints)
: bullets(ammo), hp(hitpoints) {
}
void boost () {
speed += 10;
}
bool shoot () {
if (bullets < 1)
return false;
--bullets;
return true;
}
int set_hp(int value) {
hp = value;
}
int get_hp() const {
return hp;
}
private:
int hp;
}
Bind all the things:
.. code-block:: cpp
:caption: player_script.cpp
sol::state lua;
// note that you can set a userdata before you register a usertype,
// and it will still carry the right metatable if you register it later
// make usertype metatable
lua.new_usertype<player>( "player",
2016-04-24 06:24:48 +08:00
// 3 constructors
sol::constructors<sol::types<>, sol::types<int>, sol::types<int, int>>(),
// typical member function that returns a variable
"shoot", &player::shoot,
// typical member function
"boost", &player::boost,
// gets or set the value using member variable syntax
"hp", sol::property(&player::get_hp, &player::set_hp),
// read and write variable
"speed", &player::speed,
// can only read from, not write to
"bullets", sol::readonly( &player::bullets )
);
lua.script_file("player_script.lua");
And the script:
.. code-block:: lua
:caption: player_script.lua
2016-04-24 06:24:48 +08:00
-- call single argument integer constructor
p1 = player.new(2)
-- p2 is still here from being set with lua.set(...) above
local p2shoots = p2:shoot()
assert(not p2shoots)
-- had 0 ammo
2016-04-24 06:24:48 +08:00
-- set variable property setter
p1.hp = 545;
-- get variable through property getter
print(p1.hp);
local did_shoot_1 = p1:shoot()
print(did_shoot_1)
print(p1.bullets)
local did_shoot_2 = p1:shoot()
print(did_shoot_2)
print(p1.bullets)
local did_shoot_3 = p1:shoot()
print(did_shoot_3)
-- can read
print(p1.bullets)
-- would error: is a readonly variable, cannot write
-- p1.bullets = 20
p1:boost()
Even more stuff :doc:`you can do<../api/usertype>` described elsewhere, like initializer functions (private constructors / destructors support), "static" functions callable with ``name.my_function( ... )``, and overloaded member functions.
ownership
---------
Sol will not take ownership of raw pointers: raw pointers do not own anything.
.. code-block:: cpp
struct my_type {
void stuff () {}
};
sol::state lua;
// AAAHHH BAD
// dangling pointer!
lua["my_func"] = []() -> my_type* {
return new my_type();
};
// AAAHHH!
lua.set("something", new my_type());
// AAAAAAHHH!!!
lua["something_else"] = new my_type();
Use/return a ``unique_ptr`` or ``shared_ptr`` instead or just return a value:
.. code-block:: cpp
// :ok:
lua["my_func"] = []() -> std::unique_ptr<my_type> {
return std::make_unique<my_type>();
};
// :ok:
lua["my_func"] = []() -> std::shared_ptr<my_type> {
return std::make_shared<my_type>();
};
// :ok:
lua["my_func"] = []() -> my_type {
return my_type();
};
// :ok:
lua.set("something", std::unique_ptr<my_type>(new my_type()));
std::shared_ptr<my_type> my_shared = std::make_shared<my_type>();
// :ok:
lua.set("something_else", my_shared);
auto my_unique = std::make_unique<my_type>();
lua["other_thing"] = std::move(my_unique);
2016-04-25 00:40:35 +08:00
If you have something you know is going to last and you just want to give it to Lua as a reference, then it's fine too:
.. code-block:: cpp
// :ok:
lua["my_func"] = []() -> my_type* {
static my_type mt;
return &mt;
};
2016-04-25 00:49:27 +08:00
Sol can detect ``nullptr``, so if you happen to return it there won't be any dangling because a ``sol::nil`` will be pushed.
2016-04-25 00:40:35 +08:00
.. code-block:: cpp
struct my_type {
void stuff () {}
};
sol::state lua;
// BUT THIS IS STILL BAD DON'T DO IT AAAHHH BAD
// return a unique_ptr still or something!
lua["my_func"] = []() -> my_type* {
return nullptr;
};
2016-04-25 00:49:27 +08:00
// Acceptable, it will set 'something' to nil
// (and delete it on next GC if there's no more references)
2016-04-25 00:40:35 +08:00
lua.set("something", nullptr);
// Also fine
lua["something_else"] = nullptr;
2016-04-25 00:49:27 +08:00
advanced
--------
Some more advanced things you can do:
* :doc:`stack manipulation<../api/stack>` to safely play with the stack. You can also define customization points for ``stack::get``/``stack::check``/``stack::push`` for your type.
2016-04-25 00:40:35 +08:00
* :doc:`stack references<../api/stack_reference>` to have zero-overhead Sol abstractions while not copying to the Lua registry.
* :doc:`unique usertype traits<../api/unique_usertype_traits>` allows you to specialize handle/RAII types from other frameworks, like boost, and Unreal, to work with Sol.
* :doc:`variadic arguments<../api/variadic_args>` in functions with ``sol::variadic_args``.
* :doc:`this_state<../api/this_state>` to get the current ``lua_State*``.
* :doc:`resolve<../api/resolve>` overloads in case you have overloaded functions; a cleaner casting utility.