Fix userdata -> usertype in examples.

This commit is contained in:
Rapptz 2015-07-21 19:26:35 -04:00
parent cd46aac23c
commit a5e24b4fa2
3 changed files with 111 additions and 106 deletions

View File

@ -30,7 +30,7 @@ struct vars {
int main() { int main() {
sol::state lua; sol::state lua;
lua.new_userdata<vars>("vars", "boop", &vars::boop); lua.new_usertype<vars>("vars", "boop", &vars::boop);
lua.script("beep = vars.new()\n" lua.script("beep = vars.new()\n"
"beep.boop = 1"); "beep.boop = 1");
assert(lua.get<vars>("beep").boop == 1); assert(lua.get<vars>("beep").boop == 1);

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@ -50,7 +50,7 @@ args = parser.parse_args()
# general variables # general variables
include = [ '.', os.path.join('Catch', 'include')] include = [ '.', os.path.join('Catch', 'include')]
depends = [] depends = []
cxxflags = [ '-Wall', '-Wextra', '-pedantic', '-pedantic-errors', '-std=c++11' ] cxxflags = [ '-Wall', '-Wextra', '-pedantic', '-pedantic-errors', '-std=c++11', '-Wno-unused-variable' ]
ldflags = [] ldflags = []
script_dir = os.path.dirname(os.path.realpath(sys.argv[0])) script_dir = os.path.dirname(os.path.realpath(sys.argv[0]))
sol_dir = os.path.join(script_dir, 'sol') sol_dir = os.path.join(script_dir, 'sol')

View File

@ -43,15 +43,15 @@ int main() {
lua.open_libraries(sol::lib::base, sol::lib::math); lua.open_libraries(sol::lib::base, sol::lib::math);
// the simplest way to create a class is through // the simplest way to create a class is through
// sol::state::new_userdata // sol::state::new_usertype
// the first template is the class type // the first template is the class type
// the rest are the constructor parameters // the rest are the constructor parameters
// using new_userdata you can only have one constructor // using new_usertype you can only have one constructor
// you must make sure that the name of the function // you must make sure that the name of the function
// goes before the member function pointer // goes before the member function pointer
lua.new_userdata<foo, std::string>("foo", "print", &foo::print, "test", &foo::test); lua.new_usertype<foo, std::string>("foo", "print", &foo::print, "test", &foo::test);
// making the class from lua is simple // making the class from lua is simple
// same with calling member functions // same with calling member functions
@ -63,8 +63,8 @@ int main() {
assert(y == 14); assert(y == 14);
// if you want a class to have more than one constructor // if you want a class to have more than one constructor
// the way to do so is through set_userdata and creating // the way to do so is through set_usertype and creating
// a userdata yourself with constructor types // a usertype yourself with constructor types
{ {
// Notice the brace: this means we're in a new scope // Notice the brace: this means we're in a new scope
@ -75,15 +75,20 @@ int main() {
// the first argument of construction is the name // the first argument of construction is the name
// second is the constructor types // second is the constructor types
// then the rest are function name and member function pointer pairs // then the rest are function name and member function pointer pairs
sol::userdata<vector> udata("vector", ctor, "is_unit", &vector::is_unit); sol::usertype<vector> udata(ctor, "is_unit", &vector::is_unit);
// then you must register it // then you must register it
lua.set_userdata(udata); // by default, the registered name is done through demangling of T in sol::usertype<T>
// You can throw away the userdata after you set it: you do NOT // using the demangling API provided by the compiler
// if you don't want to use the unmangled name, you can provide your own name like so:
// lua.set_usertype("vector", udata);
lua.set_usertype(udata);
// You can throw away the usertype after you set it: you do NOT
// have to keep it around // have to keep it around
// cleanup happens automagically // cleanup happens automagically
} }
// calling it is the same as new_userdata // calling it is the same as new_usertype
lua.script("v = vector.new()\n" lua.script("v = vector.new()\n"
"v = vector.new(12)\n" "v = vector.new(12)\n"
@ -92,7 +97,7 @@ int main() {
// You can even have C++-like member-variable-access // You can even have C++-like member-variable-access
// just pass is public member variables in the same style as functions // just pass is public member variables in the same style as functions
lua.new_userdata<variables>("variables", "low_gravity", &variables::low_gravity, "boost_level", &variables::boost_level); lua.new_usertype<variables>("variables", "low_gravity", &variables::low_gravity, "boost_level", &variables::boost_level);
// making the class from lua is simple // making the class from lua is simple
// same with calling member functions/variables // same with calling member functions/variables