sol2/examples/source/tutorials/quick_n_dirty/userdata.cpp
ThePhD 57d9a05f88
🎨 Refactor tutorial examples
- 🛠 Make sure the tutorials compile across platforms!
- ✍ Redo quite a bit of the documentation
2021-03-06 10:14:48 -05:00

106 lines
2.5 KiB
C++

#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>
#include <iostream>
struct Doge {
int tailwag = 50;
Doge() {
}
Doge(int wags) : tailwag(wags) {
}
~Doge() {
std::cout << "Dog at " << this
<< " is being destroyed..." << std::endl;
}
};
int main(int, char*[]) {
std::cout << "=== userdata ===" << std::endl;
sol::state lua;
Doge dog { 30 };
// fresh one put into Lua
lua["dog"] = Doge {};
// Copy into lua: destroyed by Lua VM during garbage
// collection
lua["dog_copy"] = dog;
// OR: move semantics - will call move constructor if
// present instead Again, owned by Lua
lua["dog_move"] = std::move(dog);
lua["dog_unique_ptr"] = std::make_unique<Doge>(25);
lua["dog_shared_ptr"] = std::make_shared<Doge>(31);
// Identical to above
Doge dog2 { 30 };
lua.set("dog2", Doge {});
lua.set("dog2_copy", dog2);
lua.set("dog2_move", std::move(dog2));
lua.set("dog2_unique_ptr",
std::unique_ptr<Doge>(new Doge(25)));
lua.set("dog2_shared_ptr",
std::shared_ptr<Doge>(new Doge(31)));
// Note all of them can be retrieved the same way:
Doge& lua_dog = lua["dog"];
Doge& lua_dog_copy = lua["dog_copy"];
Doge& lua_dog_move = lua["dog_move"];
Doge& lua_dog_unique_ptr = lua["dog_unique_ptr"];
Doge& lua_dog_shared_ptr = lua["dog_shared_ptr"];
sol_c_assert(lua_dog.tailwag == 50);
sol_c_assert(lua_dog_copy.tailwag == 30);
sol_c_assert(lua_dog_move.tailwag == 30);
sol_c_assert(lua_dog_unique_ptr.tailwag == 25);
sol_c_assert(lua_dog_shared_ptr.tailwag == 31);
// lua will treat these types as opaque, and you will be
// able to pass them around to C++ functions and Lua
// functions alike
// Use a C++ reference to handle memory directly
// otherwise take by value, without '&'
lua["f"] = [](Doge& dog) {
std::cout << "dog wags its tail " << dog.tailwag
<< " times!" << std::endl;
};
// if you bind a function using a pointer,
// you can handle when `nil` is passed
lua["handling_f"] = [](Doge* dog) {
if (dog == nullptr) {
std::cout << "dog was nil!" << std::endl;
return;
}
std::cout << "dog wags its tail " << dog->tailwag
<< " times!" << std::endl;
};
lua.script(R"(
f(dog)
f(dog_copy)
f(dog_move)
f(dog_unique_ptr)
f(dog_shared_ptr)
-- C++ arguments that are pointers can handle nil
handling_f(dog)
handling_f(dog_copy)
handling_f(dog_move)
handling_f(dog_unique_ptr)
handling_f(dog_shared_ptr)
handling_f(nil)
-- never do this
-- f(nil)
)");
std::cout << std::endl;
return 0;
}