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57d9a05f88
- 🛠 Make sure the tutorials compile across platforms! - ✍ Redo quite a bit of the documentation
213 lines
6.1 KiB
C++
213 lines
6.1 KiB
C++
#include <sol/sol.hpp>
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#include <iostream>
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// We capture the base objects
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// lifetime style
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// You can add more here,
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// e.g. "Unique" for a unique pointer kind of lifestyle,
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// but you would need to think about how to handle
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// copying / moving in that case
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enum class BaseObjectLifetime { Value, Pointer, Shared };
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// The base object
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// that we do inheritance and other work
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// on
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class BaseObject {
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public:
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BaseObject() {
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objectType = 0;
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}
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unsigned int getObjectType() const {
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return objectType;
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}
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bool doArmorThing() const {
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return false;
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}
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bool doWeaponThing() const {
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return false;
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}
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// helper function defined later after we define all the
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// base classes we care about
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sol::object getAsRetyped(
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lua_State* L, BaseObjectLifetime Lifetime) const;
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// For convenience with the customization points below
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int pushAsRetyped(
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lua_State* L, BaseObjectLifetime Lifetime) const {
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return getAsRetyped(L, Lifetime).push(L);
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}
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protected:
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unsigned int objectType;
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};
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class Armor : public BaseObject {
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public:
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Armor() {
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objectType = 1;
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}
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bool doArmorThing() const {
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return true;
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}
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};
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class Weapon : public BaseObject {
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public:
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Weapon() {
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objectType = 2;
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}
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bool doWeaponThing() const {
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return true;
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}
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};
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// Get the most-derived type
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// that we care about from the base object,
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// obeying the lifetime type
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sol::object BaseObject::getAsRetyped(
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lua_State* L, BaseObjectLifetime Lifetime) const {
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switch (objectType) {
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case 1:
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std::cout << "Retyping as armor." << std::endl;
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switch (Lifetime) {
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case BaseObjectLifetime::Value:
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return sol::make_object(
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L, *static_cast<const Armor*>(this));
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case BaseObjectLifetime::Pointer:
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return sol::make_object(
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L, static_cast<const Armor*>(this));
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case BaseObjectLifetime::Shared:
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return sol::make_object(L,
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std::make_shared<Armor>(
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*static_cast<const Armor*>(this)));
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}
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case 2:
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std::cout << "Retyping as weapon." << std::endl;
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switch (Lifetime) {
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case BaseObjectLifetime::Value:
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return sol::make_object(
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L, *static_cast<const Weapon*>(this));
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case BaseObjectLifetime::Pointer:
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return sol::make_object(
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L, static_cast<const Weapon*>(this));
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case BaseObjectLifetime::Shared:
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return sol::make_object(L,
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std::make_shared<Weapon>(
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*static_cast<const Weapon*>(this)));
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}
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default:
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std::cout
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<< "Unknown type: falling back to base object."
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<< std::endl;
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// we have a normal type here, so that means we
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// must bypass typical customization points by using
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// sol::make_object_userdata/sol::make_reference_userdata
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// WARNING: IF THIS TYPE IS IN FACT NOT A BASE OBJECT,
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// BUT SOME DERIVED OBJECT, THEN RUNNING THIS CODE FOR
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// VALUE TYPES AND SHARED TYPES WILL "SLICE"
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// THE DERIVED BITS OFF THE BASE BITS PERMANENTLY
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// NEVER FORGET TO UPDATE THE SWITCH IF YOU ADD
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// NEW TYPES!!
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switch (Lifetime) {
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case BaseObjectLifetime::Value:
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return sol::make_object_userdata(L, *this);
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case BaseObjectLifetime::Shared:
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return sol::make_object_userdata(
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L, std::make_shared<BaseObject>(*this));
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case BaseObjectLifetime::Pointer:
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default:
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return sol::make_object_userdata(L, this);
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}
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}
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}
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//
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// sol customization points
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//
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// Defining a customization point that lets us put the correct
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// object type on the stack.
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int sol_lua_push(sol::types<BaseObject>, lua_State* L,
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const BaseObject& obj) {
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return obj.pushAsRetyped(L, BaseObjectLifetime::Value);
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}
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int sol_lua_push(sol::types<BaseObject*>, lua_State* L,
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const BaseObject* obj) {
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return obj->pushAsRetyped(L, BaseObjectLifetime::Pointer);
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}
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int sol_lua_push(sol::types<std::shared_ptr<BaseObject>>,
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lua_State* L, const std::shared_ptr<BaseObject>& obj) {
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return obj->pushAsRetyped(L, BaseObjectLifetime::Shared);
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}
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int main() {
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// test our customization points out
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std::cout << "=== Base object customization points ==="
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<< std::endl;
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sol::state lua;
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lua.open_libraries(
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sol::lib::base, sol::lib::string, sol::lib::table);
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lua["objectCache"] = lua.create_table();
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// Do basic type binding.
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auto luaBaseObject
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= lua.new_usertype<BaseObject>("tes3baseObject");
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luaBaseObject["objectType"]
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= sol::readonly_property(&BaseObject::getObjectType);
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luaBaseObject["doArmorThing"] = &BaseObject::doArmorThing;
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luaBaseObject["doWeaponThing"] = &BaseObject::doWeaponThing;
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auto luaArmorObject = lua.new_usertype<Armor>("tes3armor");
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luaArmorObject[sol::base_classes]
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= sol::bases<BaseObject>();
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luaArmorObject["doArmorThing"] = &Armor::doArmorThing;
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auto luaWeaponObject
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= lua.new_usertype<Weapon>("tes3weapon");
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luaWeaponObject[sol::base_classes]
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= sol::bases<BaseObject>();
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luaWeaponObject["doWeaponThing"] = &Weapon::doWeaponThing;
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// Objects we'll play with.
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BaseObject base;
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Armor armor;
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Weapon weapon;
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// Push some objects to lua.
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std::cout << "Normal pointers..." << std::endl;
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lua["ptrBase"] = &base;
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lua["ptrArmor"] = &armor;
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lua["ptrWeapon"] = &weapon;
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std::cout << std::endl;
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// Same objects but as base objects to test mapping.
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std::cout << "Base-cast pointers..." << std::endl;
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lua["ptrBaseAsBase"] = static_cast<BaseObject*>(&base);
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lua["ptrArmorAsBase"] = static_cast<BaseObject*>(&armor);
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lua["ptrWeaponAsBase"] = static_cast<BaseObject*>(&weapon);
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std::cout << std::endl;
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std::cout << "Smart direct pointers..." << std::endl;
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lua["sharedBase"] = std::make_shared<BaseObject>();
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lua["sharedArmor"] = std::make_shared<Armor>();
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lua["sharedArmor"] = std::make_shared<Weapon>();
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std::cout << std::endl;
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std::cout << "Smart pointers put as the base class..."
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<< std::endl;
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lua["sharedBaseAsBase"] = (std::shared_ptr<BaseObject>)
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std::make_shared<BaseObject>();
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lua["sharedArmorAsBase"] = (std::shared_ptr<BaseObject>)
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std::make_shared<Armor>();
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lua["sharedArmorAsBase"] = (std::shared_ptr<BaseObject>)
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std::make_shared<Weapon>();
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std::cout << std::endl;
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return 0;
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}
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