sol2/examples/source/tutorials/quick_n_dirty/namespacing.cpp

55 lines
1.3 KiB
C++

#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>
#include <iostream>
#include <assert.hpp>
int main() {
std::cout << "=== namespacing ===" << std::endl;
struct my_class {
int b = 24;
int f() const {
return 24;
}
void g() {
++b;
}
};
sol::state lua;
lua.open_libraries();
// "bark" namespacing in Lua
// namespacing is just putting things in a table
// forces creation if it does not exist
auto bark = lua["bark"].get_or_create<sol::table>();
// equivalent-ish:
//sol::table bark = lua["bark"].force(); // forces table creation
// equivalent, and more flexible:
//sol::table bark = lua["bark"].get_or_create<sol::table>(sol::new_table());
// equivalent, but less efficient/ugly:
//sol::table bark = lua["bark"] = lua.get_or("bark", lua.create_table());
bark.new_usertype<my_class>("my_class",
"f", &my_class::f,
"g", &my_class::g); // the usual
// can add functions, as well (just like the global table)
bark.set_function("print_my_class", [](my_class& self) { std::cout << "my_class { b: " << self.b << " }" << std::endl; });
// this works
lua.script("obj = bark.my_class.new()");
lua.script("obj:g()");
// calling this function also works
lua.script("bark.print_my_class(obj)");
my_class& obj = lua["obj"];
c_assert(obj.b == 25);
std::cout << std::endl;
return 0;
}