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[ci-skip] documentation updates as per Nava2 and Bulgat's requests.
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@ -3,7 +3,7 @@ tutorial: quick 'n' dirty
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These are all the things. Use your browser's search to find things you want.
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Compile with ``-std=c++14`` or better / VS 2015 or better.
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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.
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opening a state
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---------------
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@ -50,15 +50,21 @@ running lua code
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script2(); //execute
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set and get stuff
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-----------------
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set and get variables
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---------------------
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You can set/get everything.
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.. code-block:: cpp
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struct some_class {
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bool some_variable = false;
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};
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sol::lua_state lua;
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lua.open_libraries(sol::lib::base);
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// integer types
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lua.set("number", 24);
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// floating point numbers
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@ -66,6 +72,7 @@ You can set/get everything.
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// string types
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lua["important_string"] = "woof woof";
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// non-recognized types is stored as userdata
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// this moves the type in (or copies, depending on class semantics)
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lua["myuserdata"] = some_class();
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// is callable, therefore gets stored as a function
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lua["a_function"] = [](){ return 100; };
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@ -79,9 +86,10 @@ You can set/get everything.
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// returns a plain reference
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some_class& myuserdata = lua["myuserdata"];
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// myuserdata.some_variable = 20 WILL (!!) modify
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// data inside of lua VM as well, if you get a pointer or a reference
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// Modifies this in LUA VM AS WELL
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// its a reference, not a copy!
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myuserdata.some_variable = true;
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// get a function
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sol::function a_function = lua["a_function"];
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int value_is_100 = a_function();
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@ -91,7 +99,7 @@ You can set/get everything.
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int value_is_still_100 = a_std_function();
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Some classes that have stuff to make it easier to look at lua semantics / be safe.
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Retrieve Lua types using ``object`` and other ``sol::`` types.
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.. code-block:: cpp
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@ -100,10 +108,12 @@ Some classes that have stuff to make it easier to look at lua semantics / be saf
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// ... everything from before
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sol::object number_obj = lua.get<sol::object>( "number" );
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sol::type t1 = number_obj.get_type(); // sol::type::number
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// sol::type::number
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sol::type t1 = number_obj.get_type();
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sol::object function_obj = lua[ "a_function" ];
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sol::type t2 = function_obj.get_type(); // sol::type::function
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// sol::type::function
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sol::type t2 = function_obj.get_type();
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bool is_it_really = function_obj.is<std::function<int()>(); // true
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// will not contain data
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@ -120,11 +130,21 @@ They're great. Use them:
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sol::state lua;
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lua.script("function f (a, b, c, d) return 1 end");
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std::function<int()> stdfx = lua["f"];
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lua.script("function g (a, b) a + b end");
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// fixed signature std::function<...>
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std::function<int(int, double, int, std::string)> stdfx = lua["f"];
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// sol::function is often easier: takes a variable number/types of arguments...
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sol::function fx = lua["f"];
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int is_one = stdfx(1, 34.5, 3, "bark");
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int is_also_one = fx();
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int is_also_one = fx(1, "boop", 3, "bark");
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// call through operator[]
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int is_three = lua["g"](1, 2);
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// is_three == 3
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double is_2_8 = lua["g"](2.4, 2.4);
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// is_2_8 == 2.8
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You can bind member variables as functions too:
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@ -168,7 +188,7 @@ You can bind member variables as functions too:
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print(m2()) -- 24.5
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)");
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// binds just the membver variable as a function
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// binds just the member variable as a function
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lua["v1"] = &some_class::variable;
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// binds class with member variable as function
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lua.set_function("v2", &some_class::variable, some_class{});
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@ -191,8 +211,8 @@ You can bind member variables as functions too:
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Can use ``sol::readonly( &some_class::variable )`` to make a variable readonly and error if someone tries to write to it.
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multiple returns
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----------------
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multiple returns from lua
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-------------------------
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.. code-block:: cpp
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@ -210,6 +230,31 @@ multiple returns
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// c == "bark"
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multiple returns to lua
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-----------------------
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.. code-block:: cpp
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sol::state lua;
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lua["f"] = [](int a, int b, sol::object c) {
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// sol::object can be anything here: just pass it through
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return std::make_tuple( 100, 200, c );
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};
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std::tuple<int, int, int> result = lua["f"](100, 200, 300);
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// result == { 100, 200, 300 }
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lua[]
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// result == { 100, 200, 300 }
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int a, int b;
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std::string c;
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sol::bond( a, b, c ) = lua["f"](100, 200, "bark");
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// a == 100
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// b == 200
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// c == "bark"
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tables
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------
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@ -232,15 +277,24 @@ tables
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);
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sol::table abc = lua["abc"];
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sol::state def = lua["def"];
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sol::table ghi = lua["def"]["ghi"];
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int bark1 = def["y"]["bark"]; // 24
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int bark2 = lua["def"]["ghi"]["bark"]; // 24
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bool bark_equal = bark1 == bark2; // true
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int bark1 = def["ghi"]["bark"];
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// bark1 == 50
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int bark2 = lua["def"]["ghi"]["bark"];
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// bark2 == 50
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bool bark_equal = bark1 == bark2;
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// true
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int abcval1 = abc[0]; // 24
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int abcval2 = ghi["woof"][0]; // 24
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bool abcval_equal = abcval1 == abcval2; // true
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int abcval1 = abc[0];
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// abcval2 == 24
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int abcval2 = ghi["woof"][0];
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// abcval2 == 24
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bool abcval_equal = abcval1 == abcval2;
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// true
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If you're going deep, be safe:
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@ -369,7 +423,7 @@ Because there's a LOT you can do with Sol:
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int speed;
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player()
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: player(500, 100) {
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: player(3, 100) {
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}
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@ -413,7 +467,13 @@ Bind all the things:
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sol::state lua;
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// just stuff a userdata in there
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// note that you can set a userdata before you register a usertype,
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// and it will still carry the right metatable if you register it later
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lua.set("p2", player(0));
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// p2 has no ammo
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// make usertype metatable
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lua.new_usertype<player>( "player",
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// 3 constructors
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@ -442,6 +502,11 @@ And the script:
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-- call single argument integer constructor
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p1 = player.new(2)
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-- p2 is still here from being set with lua.set(...) above
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local p2shoots = p2:shoot()
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assert(not p2shoots)
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-- had 0 ammo
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-- set variable property setter
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p1.hp = 545;
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@ -467,7 +532,40 @@ And the script:
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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.
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Advanced
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pointers
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--------
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Sol will not take ownership of raw pointers: raw pointers do not own anything.
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.. code-block:: cpp
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// AAAHHH BAD
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// dangling pointer!
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lua["my_func"] = []() -> my_type* {
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return new my_type();
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};
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Return a ``unique_ptr`` or ``shared_ptr`` instead or just return a value:
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.. code-block:: cpp
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// :ok:
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lua["my_func"] = []() -> std::unique_ptr<my_type> {
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return std::make_unique<my_type>();
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};
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// :ok:
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lua["my_func"] = []() -> std::shared_ptr<my_type> {
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return std::make_shared<my_type>();
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};
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// :ok:
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lua["my_func"] = []() -> my_type {
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return my_type();
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};
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advanced
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--------
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Some more advanced things you can do:
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