sol2/examples/source/tutorials/quick_n_dirty/namespacing.cpp

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#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>
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#include <iostream>
int main() {
std::cout << "=== namespacing ===" << std::endl;
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struct my_class {
int b = 24;
int f() const {
return 24;
}
void g() {
++b;
}
};
sol::state lua;
lua.open_libraries();
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// "bark" namespacing in Lua
// namespacing is just putting things in a table
// forces creation if it does not exist
auto bark = lua["bark"].get_or_create<sol::table>();
// equivalent-ish:
// sol::table bark = lua["bark"].force(); // forces table
// creation equivalent, and more flexible: sol::table bark =
// lua["bark"].get_or_create<sol::table>(sol::new_table());
// equivalent, but less efficient/ugly:
// sol::table bark = lua["bark"] = lua.get_or("bark",
// lua.create_table());
bark.new_usertype<my_class>("my_class",
"f",
&my_class::f,
"g",
&my_class::g); // the usual
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// can add functions, as well (just like the global table)
bark.set_function("print_my_class", [](my_class& self) {
std::cout << "my_class { b: " << self.b << " }"
<< std::endl;
});
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// this works
lua.script("obj = bark.my_class.new()");
lua.script("obj:g()");
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// calling this function also works
lua.script("bark.print_my_class(obj)");
my_class& obj = lua["obj"];
sol_c_assert(obj.b == 25);
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std::cout << std::endl;
return 0;
}