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57d9a05f88
- 🛠 Make sure the tutorials compile across platforms! - ✍ Redo quite a bit of the documentation
60 lines
1.3 KiB
C++
60 lines
1.3 KiB
C++
#define SOL_ALL_SAFETIES_ON 1
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#include <sol/sol.hpp>
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#include <iostream>
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int main() {
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std::cout << "=== namespacing ===" << std::endl;
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struct my_class {
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int b = 24;
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int f() const {
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return 24;
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}
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void g() {
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++b;
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}
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};
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sol::state lua;
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lua.open_libraries();
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// "bark" namespacing in Lua
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// namespacing is just putting things in a table
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// forces creation if it does not exist
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auto bark = lua["bark"].get_or_create<sol::table>();
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// equivalent-ish:
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// sol::table bark = lua["bark"].force(); // forces table
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// creation equivalent, and more flexible: sol::table bark =
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// lua["bark"].get_or_create<sol::table>(sol::new_table());
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// equivalent, but less efficient/ugly:
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// sol::table bark = lua["bark"] = lua.get_or("bark",
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// lua.create_table());
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bark.new_usertype<my_class>("my_class",
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"f",
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&my_class::f,
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"g",
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&my_class::g); // the usual
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// can add functions, as well (just like the global table)
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bark.set_function("print_my_class", [](my_class& self) {
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std::cout << "my_class { b: " << self.b << " }"
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<< std::endl;
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});
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// this works
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lua.script("obj = bark.my_class.new()");
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lua.script("obj:g()");
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// calling this function also works
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lua.script("bark.print_my_class(obj)");
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my_class& obj = lua["obj"];
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sol_c_assert(obj.b == 25);
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std::cout << std::endl;
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return 0;
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}
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