metatable_key ============= A key for setting and getting an object's metatable --------------------------------------------------- .. code-block:: cpp struct metatable_key_t {}; const metatable_key_t metatable_key; You can use this in conjunction with :doc:`sol::table` to set/get a metatable. Lua metatables are powerful ways to override default behavior of objects for various kinds of operators, among other things. Here is an entirely complete example, showing getting and working with a :doc:`usertype`'s metatable defined by Sol: .. code-block:: cpp :caption: messing with metatables :linenos: #include int main () { struct bark { int operator()(int x) { return x; } }; sol::state lua; lua.open_libraries(sol::lib::base); lua.new_usertype("bark", sol::meta_function::call_function, &bark::operator() ); bark b; lua.set("b", &b); sol::table b_as_table = lua["b"]; sol::table b_metatable = b_as_table[sol::metatable_key]; sol::function b_call = b_metatable["__call"]; sol::function b_as_function = lua["b"]; int result1 = b_as_function(1); int result2 = b_call(b, 1); // result1 == result2 == 1 } It's further possible to have a "Dynamic Getter" (`thanks to billw2012 and Nava2 for this example`_!): .. code-block:: cpp :caption: One way to make dynamic properties (there are others!) :linenos: #include #include struct PropertySet { sol::object get_property_lua(const char* name, sol::this_state s) { auto& var = props[name]; return sol::make_object(s, var); } void set_property_lua(const char* name, sol::stack_object object) { props[name] = object.as(); } std::unordered_map props; }; struct DynamicObject { PropertySet& get_dynamic_props() { return dynamic_props; } PropertySet dynamic_props; }; int main () { sol::state lua; lua.open_libraries(sol::lib::base); lua.new_usertype("PropertySet", sol::meta_function::new_index, &PropertySet::set_property_lua, sol::meta_function::index, &PropertySet::get_property_lua ); lua.new_usertype("DynamicObject", "props", sol::property(&DynamicObject::get_dynamic_props) ); lua.script(R"( obj = DynamicObject:new() obj.props.name = 'test name' print('name = ' .. obj.props.name) )"); std::string name = lua["obj"]["props"]["name"]; // name == "test name"; } You can even manipulate the ability to set and get items using metatable objects on a usertype or similar: .. code-block:: cpp :caption: messing with metatables - vector type :linenos: #include class vector { public: double data[3]; vector() : data{ 0,0,0 } {} double& operator[](int i) { return data[i]; } static double my_index(vector& v, int i) { return v[i]; } static void my_new_index(vector& v, int i, double x) { v[i] = x; } }; int main () { sol::state lua; lua.open_libraries(sol::lib::base); lua.new_usertype("vector", sol::constructors>(), sol::meta_function::index, &vector::my_index, sol::meta_function::new_index, &vector::my_new_index); lua.script("v = vector.new()\n" "print(v[1])\n" "v[2] = 3\n" "print(v[2])\n" ); vector& v = lua["v"]; // v[0] == 0.0; // v[1] == 0.0; // v[2] == 3.0; } .. _thanks to billw2012 and Nava2 for this example: https://github.com/ThePhD/sol2/issues/71#issuecomment-225402055