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23 lines
1.6 KiB
ReStructuredText
23 lines
1.6 KiB
ReStructuredText
integrating into existing code
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If you're already using lua and you just want to use ``sol`` in some places, you can use ``state_view``:
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.. code-block:: cpp
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:linenos:
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:caption: using state_view
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:name: state-view-snippet
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void something_in_my_system (lua_State* L) {
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// start using Sol with a pre-existing system
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sol::state_view lua(L); // non-owning
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lua.script("print('bark bark bark!')");
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sol::table expected_table(L); // get the table off the top of the stack
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// start using it...
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}
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:doc:`sol::state_view<../api/state` is exactly like ``sol::state``, but it doesn't manage the lifetime of a ``lua_State*``. Therefore, you get all the goodies that come with a ``sol::state`` without any of the ownership implications. Sol has no initialization components that need to deliberately remain alive for the duration of the program. It's entirely self-containing and uses lua's garbage collectors and various implementation techniques to require no state C++-side. After you do that, all of the power of `Sol` is available to you, and then some!
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Remember that Sol can be as lightweight as you want it: almost all of Sol's types take the ``lua_State*`` argument and then a second ``int index`` stack index argument, meaning you can use :doc:`tables<../api/table>`, :doc:`lua functions<../api/function>`, :doc:`coroutines<../api/coroutine>`, and other reference-derived objects that expose the proper constructor for your use. You can also set :doc:`usertypes<../api/usertype>` and other things you need without changing your entire architecture! |