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# define SOL_ALL_SAFETIES_ON 1
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# define SOL_ENABLE_INTEROP 1 // MUST be defined to use interop features
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# include <sol/sol.hpp>
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# include "Player.h"
# include <tolua++.h>
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// pick or replace the include
// with whatever generated file you've created
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# include "tolua_Player.h"
# include <iostream>
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# include <assert.hpp>
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// tolua code lifted from some blog, if the link dies
// I don't know where else you're gonna find the reference,
// http://usefulgamedev.weebly.com/tolua-example.html
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/* NOTE: there is no sol_lua_interop_get here,
because tolua types are - - thankfully - - memory - compatible
in most cases with sol .
Please check other examples like kaguya or LuaBribe for an example
of how to also write the getter for your type */
template < typename T , typename Handler >
inline bool sol_lua_interop_check ( sol : : types < T > , lua_State * L , int relindex , sol : : type index_type , Handler & & handler , sol : : stack : : record & tracking ) {
tracking . use ( 1 ) ;
// just marking unused parameters for no compiler warnings
( void ) index_type ;
( void ) handler ;
int index = lua_absindex ( L , relindex ) ;
std : : string name = sol : : detail : : short_demangle < T > ( ) ;
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tolua_Error tolua_err { } ;
int r = tolua_isusertype ( L , index , name . c_str ( ) , 0 , & tolua_err ) ;
if ( r = = 0 ) {
// tolua seems to leave garbage on the stack
// when the check fails
// thanks, tolua
lua_pop ( L , 2 ) ;
return false ;
}
return true ;
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}
void register_sol_stuff ( lua_State * L ) {
// grab raw state and put into state_view
// state_view is cheap to construct
sol : : state_view lua ( L ) ;
// bind and set up your things: everything is entirely self-contained
lua [ " f " ] = sol : : overload (
[ ] ( Player & from_tolua ) {
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std : : cout < < " calling 1-argument version with tolua-created Player { health: " < < from_tolua . getHealth ( ) < < " } " < < std : : endl ;
c_assert ( from_tolua . getHealth ( ) = = 4 ) ;
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} ,
[ ] ( Player & from_tolua , int second_arg ) {
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std : : cout < < " calling 2-argument version with tolua-created Player { health: " < < from_tolua . getHealth ( ) < < " } and integer argument of " < < second_arg < < std : : endl ;
c_assert ( from_tolua . getHealth ( ) = = 4 ) ;
c_assert ( second_arg = = 5 ) ;
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} ) ;
}
void check_with_sol ( lua_State * L ) {
sol : : state_view lua ( L ) ;
Player & obj = lua [ " obj " ] ;
( void ) obj ;
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c_assert ( obj . getHealth ( ) = = 4 ) ;
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}
int main ( int , char * [ ] ) {
std : : cout < < " === interop example (tolua) === " < < std : : endl ;
std : : cout < < " (code lifted from a sol2 user's use case: https://github.com/ThePhD/sol2/issues/511#issuecomment-331729884) " < < std : : endl ;
lua_State * L = luaL_newstate ( ) ;
luaL_openlibs ( L ) ; // initalize all lua standard library functions
tolua_open ( L ) ; // initalize tolua
tolua_Player_open ( L ) ; // make Player class accessible from LUA
register_sol_stuff ( L ) ;
const auto code = R " (
obj = Player : new ( )
obj : setHealth ( 4 )
f ( obj ) - - call 1 argument version
f ( obj , 5 ) - - call 2 argument version
) " ;
if ( luaL_dostring ( L , code ) ) {
lua_error ( L ) ; // crash on error
}
check_with_sol ( L ) ;
return 0 ;
}