mirror of
https://github.com/ThePhD/sol2.git
synced 2024-03-22 13:10:44 +08:00
87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
#define SOL_CHECK_ARGUMENTS 1
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#define SOL_ENABLE_INTEROP 1 // MUST be defined to use interop features
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#include <sol.hpp>
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#include "Player.h"
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// pick or replace the includes
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// with whatever generated file you've created
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#include <tolua++.h>
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#include "tolua_Player.h"
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#include <iostream>
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#include "../assert.hpp"
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// tolua code lifted from some blog, if the link dies
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// I don't know where else you're gonna find the reference,
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// http://usefulgamedev.weebly.com/tolua-example.html
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namespace sol {
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namespace stack {
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template <typename T>
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struct userdata_checker<extensible<T>> {
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template <typename Handler>
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static bool check(
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lua_State* L, int relindex, type index_type, Handler&& handler, record& tracking) {
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// just marking unused parameters for no compiler warnings
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(void)index_type;
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(void)handler;
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int index = lua_absindex(L, relindex);
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std::string name = sol::detail::short_demangle<T>();
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tolua_Error tolua_err;
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return tolua_isusertype(L, index, name.c_str(), 0, &tolua_err);
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}
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};
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}
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} // namespace sol::stack
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void register_sol_stuff(lua_State* L) {
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// grab raw state and put into state_view
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// state_view is cheap to construct
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sol::state_view lua(L);
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// bind and set up your things: everything is entirely self-contained
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lua["f"] = sol::overload(
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[](Player& from_tolua) {
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std::cout << "calling 1-argument version with tolua-created Player { health:" << from_tolua.getHealth() << "}" << std::endl;
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},
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[](Player& from_tolua, int second_arg) {
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std::cout << "calling 2-argument version with tolua-created Player { health: " << from_tolua.getHealth() << "} and integer argument of " << second_arg << std::endl;
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});
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}
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void check_with_sol(lua_State* L) {
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sol::state_view lua(L);
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Player& obj = lua["obj"];
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(void)obj;
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c_assert(obj.getHealth() == 4);
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}
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int main(int, char* []) {
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std::cout << "=== interop example (tolua) ===" << std::endl;
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std::cout << "(code lifted from a sol2 user's use case: https://github.com/ThePhD/sol2/issues/511#issuecomment-331729884)" << std::endl;
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lua_State* L = luaL_newstate();
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luaL_openlibs(L); // initalize all lua standard library functions
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tolua_open(L); // initalize tolua
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tolua_Player_open(L); // make Player class accessible from LUA
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register_sol_stuff(L);
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const auto code = R"(
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obj = Player:new()
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obj:setHealth(4)
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f(obj) -- call 1 argument version
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f(obj, 5) -- call 2 argument version
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)";
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if (luaL_dostring(L, code)) {
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lua_error(L); // crash on error
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}
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check_with_sol(L);
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return 0;
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} |