2017-08-25 02:39:02 +08:00
|
|
|
#define SOL_CHECK_ARGUMENTS 1
|
2017-03-16 20:51:19 +08:00
|
|
|
#include <sol.hpp>
|
2017-04-03 04:10:00 +08:00
|
|
|
|
2017-03-16 20:51:19 +08:00
|
|
|
#include <iostream>
|
|
|
|
#include <cassert>
|
|
|
|
#include <cmath>
|
|
|
|
|
|
|
|
struct foo {
|
|
|
|
private:
|
|
|
|
std::string name;
|
|
|
|
public:
|
|
|
|
foo(std::string name): name(std::string(name)) {}
|
|
|
|
|
|
|
|
void print() {
|
|
|
|
std::cout << name << '\n';
|
|
|
|
}
|
|
|
|
|
|
|
|
int test(int x) {
|
|
|
|
return name.length() + x;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct vector {
|
|
|
|
private:
|
|
|
|
float x = 0;
|
|
|
|
float y = 0;
|
|
|
|
public:
|
|
|
|
vector() = default;
|
|
|
|
vector(float x): x(x) {}
|
|
|
|
vector(float x, float y): x(x), y(y) {}
|
|
|
|
|
|
|
|
bool is_unit() const {
|
|
|
|
return (x * x + y * y) == 1.f;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
struct variables {
|
|
|
|
bool low_gravity = false;
|
|
|
|
int boost_level = 0;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
int main() {
|
|
|
|
std::cout << "=== usertype example ===" << std::endl;
|
|
|
|
|
|
|
|
sol::state lua;
|
|
|
|
lua.open_libraries(sol::lib::base, sol::lib::math);
|
|
|
|
|
|
|
|
// the simplest way to create a class is through
|
|
|
|
// sol::state::new_userdata
|
|
|
|
// the first template is the class type
|
|
|
|
// the rest are the constructor parameters
|
|
|
|
// using new_userdata you can only have one constructor
|
|
|
|
|
|
|
|
|
|
|
|
// you must make sure that the name of the function
|
|
|
|
// goes before the member function pointer
|
|
|
|
lua.new_usertype<foo, std::string>("foo", "print", &foo::print, "test", &foo::test);
|
|
|
|
|
|
|
|
// making the class from lua is simple
|
|
|
|
// same with calling member functions
|
|
|
|
lua.script("x = foo.new('test')\n"
|
|
|
|
"x:print()\n"
|
|
|
|
"y = x:test(10)");
|
|
|
|
|
|
|
|
auto y = lua.get<int>("y");
|
|
|
|
std::cout << y << std::endl; // show 14
|
|
|
|
|
|
|
|
// if you want a class to have more than one constructor
|
|
|
|
// the way to do so is through set_userdata and creating
|
|
|
|
// a userdata yourself with constructor types
|
|
|
|
|
|
|
|
{
|
|
|
|
// Notice the brace: this means we're in a new scope
|
|
|
|
// first, define the different types of constructors
|
|
|
|
// notice here that the return type
|
|
|
|
// on the function-type doesn't exactly matter,
|
|
|
|
// which allows you to use a shorter class name/void
|
|
|
|
// if necessary
|
|
|
|
sol::constructors<vector(), vector(float), void(float, float)> ctor;
|
|
|
|
|
|
|
|
// the only template parameter is the class type
|
|
|
|
// the first argument of construction is the name
|
|
|
|
// second is the constructor types
|
|
|
|
// then the rest are function name and member function pointer pairs
|
|
|
|
sol::usertype<vector> utype(ctor, "is_unit", &vector::is_unit);
|
|
|
|
|
|
|
|
// then you must register it
|
|
|
|
lua.set_usertype("vector", utype);
|
|
|
|
// You can throw away the usertype after you set it: you do NOT
|
|
|
|
// have to keep it around
|
|
|
|
// cleanup happens automagically
|
|
|
|
}
|
|
|
|
// calling it is the same as new_userdata
|
|
|
|
|
|
|
|
lua.script("v = vector.new()\n"
|
|
|
|
"v = vector.new(12)\n"
|
|
|
|
"v = vector.new(10, 10)\n"
|
|
|
|
"assert(not v:is_unit())\n");
|
|
|
|
|
|
|
|
// You can even have C++-like member-variable-access
|
|
|
|
// just pass is public member variables in the same style as functions
|
|
|
|
lua.new_usertype<variables>("variables", "low_gravity", &variables::low_gravity, "boost_level", &variables::boost_level);
|
|
|
|
|
|
|
|
// making the class from lua is simple
|
|
|
|
// same with calling member functions/variables
|
|
|
|
lua.script("local vars = variables.new()\n"
|
|
|
|
"assert(not vars.low_gravity)\n"
|
|
|
|
"vars.low_gravity = true\n"
|
|
|
|
"local x = vars.low_gravity\n"
|
|
|
|
"assert(x)");
|
|
|
|
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
}
|