#define SOL_CHECK_ARGUMENTS 1 #define SOL_ENABLE_INTEROP 1 // MUST be defined to use interop features #include #include "Player.h" // pick or replace the includes // with whatever generated file you've created #include #include "tolua_Player.h" #include #include "../assert.hpp" // tolua code lifted from some blog, if the link dies // I don't know where else you're gonna find the reference, // http://usefulgamedev.weebly.com/tolua-example.html namespace sol { namespace stack { template struct userdata_checker> { template static bool check( lua_State* L, int relindex, type index_type, Handler&& handler, record& tracking) { // just marking unused parameters for no compiler warnings (void)index_type; (void)handler; int index = lua_absindex(L, relindex); std::string name = sol::detail::short_demangle(); tolua_Error tolua_err; return tolua_isusertype(L, index, name.c_str(), 0, &tolua_err); } }; } } // namespace sol::stack void register_sol_stuff(lua_State* L) { // grab raw state and put into state_view // state_view is cheap to construct sol::state_view lua(L); // bind and set up your things: everything is entirely self-contained lua["f"] = sol::overload( [](Player& from_tolua) { std::cout << "calling 1-argument version with tolua-created Player { health:" << from_tolua.getHealth() << "}" << std::endl; }, [](Player& from_tolua, int second_arg) { std::cout << "calling 2-argument version with tolua-created Player { health: " << from_tolua.getHealth() << "} and integer argument of " << second_arg << std::endl; }); } void check_with_sol(lua_State* L) { sol::state_view lua(L); Player& obj = lua["obj"]; (void)obj; c_assert(obj.getHealth() == 4); } int main(int, char* []) { std::cout << "=== interop example (tolua) ===" << std::endl; std::cout << "(code lifted from a sol2 user's use case: https://github.com/ThePhD/sol2/issues/511#issuecomment-331729884)" << std::endl; lua_State* L = luaL_newstate(); luaL_openlibs(L); // initalize all lua standard library functions tolua_open(L); // initalize tolua tolua_Player_open(L); // make Player class accessible from LUA register_sol_stuff(L); const auto code = R"( obj = Player:new() obj:setHealth(4) f(obj) -- call 1 argument version f(obj, 5) -- call 2 argument version )"; if (luaL_dostring(L, code)) { lua_error(L); // crash on error } check_with_sol(L); return 0; }