tutorial: quick 'n' dirty ========================= These are all the things. Use your browser's search to find things you want. You'll need to ``#include ``/``#include "sol.hpp"`` somewhere in your code. Sol is header-only, so you don't need to compile anything. opening a state --------------- .. code-block:: cpp int main (int argc, char* argv[]) { sol::state lua; // open some common libraries lua.open_libraries(sol::lib::base, sol::lib::package); lua.script( "print('bark bark bark!')" ); } sol::state on lua_State* ------------------------ For your system/game that already has lua, but you'd like something nice: .. code-block:: cpp int pre_existing_system( lua_State* L ) { sol::state_view lua(L); lua.script( "print('bark bark bark!')" ); return 0; } running lua code ---------------- .. code-block:: cpp sol::state lua; // load and execute from string lua.script("a = 'test'"); // load and execute from file lua.script_file("path/to/luascript.lua"); // run a script, get the result int value = lua.script("return 54"); // value == 54 // load file without execute sol::load_result script1 = lua.load_file("path/to/luascript.lua"); script1(); //execute // load string without execute sol::load_result script2 = lua.load("a = 'test'"); script2(); //execute sol::load_result script3 = lua.load("return 24"); int value2 = script3(); // execute, get return value // value2 == 24 set and get variables --------------------- You can set/get everything. .. code-block:: cpp sol::lua_state lua; lua.open_libraries(sol::lib::base); // integer types lua.set("number", 24); // floating point numbers lua["number2"] = 24.5; // string types lua["important_string"] = "woof woof"; // non-recognized types is stored as userdata // is callable, therefore gets stored as a function lua["a_function"] = [](){ return 100; }; // make a table lua["some_table"] = lua.create_table_wth("value", 24); Equivalent to loading a lua file with: .. code-block:: lua number = 24 number2 = 24.5 important_string = "woof woof" a_function = function () return 100 end some_table = { value = 24 } Retrieve these variables using this syntax: .. code-block:: cpp // implicit conversion int number = lua["number"]; // explicit get auto number2 = lua.get("number2"); // strings too std::string important_string = lua["important_string"]; // dig into a table int value = lua["value"]["value"]; // get a function sol::function a_function = lua["a_function"]; int value_is_100 = a_function(); // get a std::function std::function a_std_function = lua["a_function"]; int value_is_still_100 = a_std_function(); Retrieve Lua types using ``object`` and other ``sol::`` types. .. code-block:: cpp sol::state lua; // ... everything from before sol::object number_obj = lua.get( "number" ); // sol::type::number sol::type t1 = number_obj.get_type(); sol::object function_obj = lua[ "a_function" ]; // sol::type::function sol::type t2 = function_obj.get_type(); bool is_it_really = function_obj.is(); // true // will not contain data sol::optional check_for_me = lua["a_function"]; You can erase things by setting it to ``nullptr`` or ``sol::nil``. .. code-block:: cpp sol::state lua; lua.script("exists = 250"); int first_try = lua.get_or( 322 ); // first_try == 250 lua.set("exists", sol::nil); int second_try = lua.get_or( 322 ); // second_try == 322 Note that if its a :doc:`userdata/usertype<../api/usertype>` for a C++ type, the destructor will run only when the garbage collector deems it appropriate to destroy the memory. If you are relying on the destructor being run when its set to ``sol::nil``, you're probably committing a mistake. tables ------ :doc:`sol::state<../api/state>` is a table too. .. code-block:: cpp sol::state lua; // Raw string literal for easy multiline lua.script( R"( abc = { [0] = 24 } def = { ghi = { bark = 50, woof = abc } } )" ); sol::table abc = lua["abc"]; sol::table def = lua["def"]; sol::table ghi = lua["def"]["ghi"]; int bark1 = def["ghi"]["bark"]; int bark2 = lua["def"]["ghi"]["bark"]; // bark1 == bark2 == 50 int abcval1 = abc[0]; int abcval2 = ghi["woof"][0]; // abcval1 == abcval2 == 24 If you're going deep, be safe: .. code-block:: cpp sol::state lua; sol::optional will_not_error = lua["abc"]["DOESNOTEXIST"]["ghi"]; // will_not_error == sol::nullopt int will_not_error2 = lua["abc"]["def"]["ghi"]["jklm"].get_or(25); // is 25 // if you don't go safe, // will throw (or do at_panic if no exceptions) int aaaahhh = lua["abc"]["hope_u_liek_crash"]; make tables ----------- Make some: .. code-block:: cpp sol::state lua; lua["abc"] = lua.create_table_with( 0, 24 ); lua.create_named_table("def", "ghi", lua.create_table_with( "bark", 50, // can reference other existing stuff too "woof", lua["abc"] ) ); Equivalent Lua code: .. code-block:: lua abc = { [0] = 24 } def = { ghi = { bark = 50, woof = abc } } You can put anything you want in tables as values or keys, including strings, numbers, functions, other tables. Note that this idea that things can be nested is important and will help later when you get into :ref:`namespacing`. functions --------- They're great. Use them: .. code-block:: cpp sol::state lua; lua.script("function f (a, b, c, d) return 1 end"); lua.script("function g (a, b) return a + b end"); // fixed signature std::function<...> std::function stdfx = lua["f"]; // sol::function is often easier: // takes a variable number/types of arguments... sol::function fx = lua["f"]; int is_one = stdfx(1, 34.5, 3, "bark"); int is_also_one = fx(1, "boop", 3, "bark"); // call through operator[] int is_three = lua["g"](1, 2); // is_three == 3 double is_4_8 = lua["g"](2.4, 2.4); // is_4_8 == 4.8 If you need to protect against errors and parser problems and you're not ready to deal with Lua's `longjmp` problems (if you compiled with C), use :doc:`sol::protected_function<../api/protected_function>`. You can bind member variables as functions too, as well as all KINDS of function-like things: .. code-block:: cpp void some_function () { std::cout << "some function!" << std::endl; } void some_other_function () { std::cout << "some other function!" << std::endl; } struct some_class { int variable = 30; double member_function () { return 24.5; } }; sol::state lua; lua.open_libraries(sol::lib::base); // put an instance of "some_class" into lua // (we'll go into more detail about this later // just know here that it works and is // put into lua as a userdata lua.set("sc", some_class()); // binds a plain function lua["f1"] = some_function; lua.set_function("f2", &some_other_function); // binds just the member function lua["m1"] = &some_class::member_function; // binds the class to the type lua.set_function("m2", &some_class::member_function, some_class{}); // binds just the member variable as a function lua["v1"] = &some_class::variable; // binds class with member variable as function lua.set_function("v2", &some_class::variable, some_class{}); The lua code to call these things is: .. code-block:: lua f1() -- some function! f2() -- some other function! -- need class instance if you don't bind it with the function print(m1(sc)) -- 24.5 -- does not need class instance: was bound to lua with one print(m2()) -- 24.5 -- need class instance if you -- don't bind it with the function print(v1(sc)) -- 30 -- does not need class instance: -- it was bound with one print(v2()) -- 30 -- can set, still -- requires instance v1(sc, 212) -- can set, does not need -- class instance: was bound with one v2(254) print(v1(sc)) -- 212 print(v2()) -- 254 Can use ``sol::readonly( &some_class::variable )`` to make a variable readonly and error if someone tries to write to it. self call --------- You can pass the 'self' argument through C++ to emulate 'member function' calls in Lua. .. code-block:: cpp sol::state lua; lua.open_libraries(sol::lib::base, sol::lib::package, sol::lib::table); // a small script using 'self' syntax lua.script(R"( some_table = { some_val = 100 } function some_table:add_to_some_val(value) self.some_val = self.some_val + value end function print_some_val() print("some_table.some_val = " .. some_table.some_val) end )"); // do some printing lua["print_some_val"](); // 100 sol::table self = lua["some_table"]; self["add_to_some_val"](self, 10); lua["print_some_val"](); multiple returns from lua ------------------------- .. code-block:: cpp sol::state lua; lua.script("function f (a, b, c) return a, b, c end"); std::tuple result; result = lua["f"](100, 200, 300); // result == { 100, 200, 300 } int a, int b; std::string c; sol::tie( a, b, c ) = lua["f"](100, 200, "bark"); // a == 100 // b == 200 // c == "bark" multiple returns to lua ----------------------- .. code-block:: cpp sol::state lua; lua["f"] = [](int a, int b, sol::object c) { // sol::object can be anything here: just pass it through return std::make_tuple( a, b, c ); }; std::tuple result = lua["f"](100, 200, 300); // result == { 100, 200, 300 } std::tuple result2; result2 = lua["f"](100, 200, "BARK BARK BARK!") // result2 == { 100, 200, "BARK BARK BARK!" } int a, int b; std::string c; sol::tie( a, b, c ) = lua["f"](100, 200, "bark"); // a == 100 // b == 200 // c == "bark" C++ classes from C++ -------------------- Everything that is not a: * primitive type: ``bool``, ``char/short/int/long/long long``, ``float/double`` * string type: ``std::string``, ``const char*`` * function type: function pointers, ``lua_CFunction``, ``std::function``, :doc:`sol::function/sol::protected_function<../api/function>`, :doc:`sol::coroutine<../api/coroutine>`, member variable, member function * designated sol type: :doc:`sol::table<../api/table>`, :doc:`sol::thread<../api/thread>`, :doc:`sol::error<../api/error>`, :doc:`sol::object<../api/object>` * transparent argument type: :doc:`sol::variadic_arg<../api/variadic_args>`, :doc:`sol::this_state<../api/this_state>` * usertype class: :doc:`sol::usertype<../api/usertype>` Is set as a :doc:`userdata + usertype<../api/usertype>`. .. code-block:: cpp struct Doge { int tailwag = 50; } Doge dog{}; // Copy into lua: destroyed by Lua VM during garbage collection lua["dog"] = dog; // OR: move semantics - will call move constructor if present instead // Again, owned by Lua lua["dog"] = std::move( dog ); lua["dog"] = Doge{}; lua["dog"] = std::make_unique(); lua["dog"] = std::make_shared(); // Identical to above Doge dog2{}; lua.set("dog", dog2); lua.set("dog", std::move(dog2)); lua.set("dog", Doge{}); lua.set("dog", std::unique_ptr(new Doge())); lua.set("dog", std::shared_ptr(new Doge())); ``std::unique_ptr``/``std::shared_ptr``'s reference counts / deleters will :doc:`be respected<../api/unique_usertype_traits>`. If you want it to refer to something, whose memory you know won't die in C++, do the following: .. code-block:: cpp struct Doge { int tailwag = 50; } sol::state lua; lua.open_libraries(sol::lib::base); Doge dog{}; // Kept alive somehow // Later... // The following stores a reference, and does not copy/move // lifetime is same as dog in C++ // (access after it is destroyed is bad) lua["dog"] = &dog; // Same as above: respects std::reference_wrapper lua["dog"] = std::ref(dog); // These two are identical to above lua.set( "dog", &dog ); lua.set( "dog", std::ref( dog ) ); Get userdata in the same way as everything else: .. code-block:: cpp struct Doge { int tailwag = 50; } sol::state lua; lua.open_libraries(sol::lib::base); Doge& dog = lua["dog"]; // References Lua memory Doge* dog_pointer = lua["dog"]; // References Lua memory Doge dog_copy = lua["dog"]; // Copies, will not affect lua Note that you can change the data of usertype variables and it will affect things in lua if you get a pointer or a reference from Sol: .. code-block:: cpp struct Doge { int tailwag = 50; } sol::state lua; lua.open_libraries(sol::lib::base); Doge& dog = lua["dog"]; // References Lua memory Doge* dog_pointer = lua["dog"]; // References Lua memory Doge dog_copy = lua["dog"]; // Copies, will not affect lua dog_copy.tailwag = 525; // Still 50 lua.script("assert(dog.tailwag == 50)"); dog.tailwag = 100; // Now 100 lua.script("assert(dog.tailwag == 100)"); C++ classes put into Lua ------------------------ See this :doc:`section here`. namespacing ----------- You can emulate namespacing by having a table and giving it the namespace names you want before registering enums or usertypes: .. code-block:: cpp struct my_class { int b = 24; int f () const { return 24; } void g () { ++b; } }; sol::state lua; lua.open_libraries(); // set up table sol::table bark = lua.create_named_table("bark"); bark.new_usertype( "my_class", "f", &my_class::f, "g", &my_class::g ); // the usual // 'bark' namespace lua.script("obj = bark.my_class.new()" ); lua.script("obj:g()"); my_class& obj = lua["obj"]; // obj.b == 25 This technique can be used to register namespace-like functions and classes. It can be as deep as you want. Just make a table and name it appropriately, in either Lua script or using the equivalent Sol code. As long as the table FIRST exists (e.g., make it using a script or with one of Sol's methods or whatever you like), you can put anything you want specifically into that table using :doc:`sol::table's<../api/table>` abstractions. advanced -------- Some more advanced things you can do/read about: * :doc:`metatable manipulations<../api/metatable_key>` allow a user to change how indexing, function calls, and other things work on a single type. * :doc:`ownership semantics` are described for how lua deals with (raw) pointers. * :doc:`stack manipulation<../api/stack>` to safely play with the stack. You can also define customization points for ``stack::get``/``stack::check``/``stack::push`` for your type. * :doc:`make_reference/make_object convenience function<../api/make_reference>` to get the same benefits and conveniences as the low-level stack API but put into objects you can specify. * :doc:`stack references<../api/stack_reference>` to have zero-overhead Sol abstractions while not copying to the Lua registry. * :doc:`unique usertype traits<../api/unique_usertype_traits>` allows you to specialize handle/RAII types from other frameworks, like boost, and Unreal, to work with Sol. * :doc:`variadic arguments<../api/variadic_args>` in functions with ``sol::variadic_args``. * :doc:`this_state<../api/this_state>` to get the current ``lua_State*``. * :doc:`resolve<../api/resolve>` overloads in case you have overloaded functions; a cleaner casting utility.