sol2/examples/source/require_override_behavior.cpp

77 lines
2.1 KiB
C++

// Thanks to OrfeasZ for their answer to
// an issue for this example!
#define SOL_CHECK_ARGUMENTS 1
#include <sol/sol.hpp>
#include "assert.hpp"
#include <iostream>
#include <exception>
// Use raw function of form "int(lua_State*)"
// -- this is called a "raw C function",
// and matches the type for lua_CFunction
int LoadFileRequire(lua_State* L) {
// use sol2 stack API to pull
// "first argument"
std::string path = sol::stack::get<std::string>(L, 1);
if (path == "a") {
std::string script = R"(
print("Hello from module land!")
test = 123
return "bananas"
)";
// load "module", but don't run it
luaL_loadbuffer(L, script.data(), script.size(), path.c_str());
// returning 1 object left on Lua stack:
// a function that, when called, executes the script
// (this is what lua_loadX/luaL_loadX functions return
return 1;
}
sol::stack::push(L, "This is not the module you're looking for!");
return 1;
}
int main() {
std::cout << "=== require override behavior ===" << std::endl;
sol::state lua;
// need base for print,
// need package for package/searchers/require
lua.open_libraries(sol::lib::base, sol::lib::package);
lua.clear_package_loaders( );
lua.add_package_loader(LoadFileRequire);
// this will call our function for
// the searcher and it will succeed
auto a_result = lua.safe_script(R"(
local a = require("a")
print(a)
print(test)
)", sol::script_pass_on_error);
c_assert(a_result.valid());
try {
// this will always fail
auto b_result = lua.safe_script(R"(
local b = require("b")
print(b)
)", sol::script_throw_on_error);
// this will not be executed because of the throw,
// but it better be true regardless!
c_assert(!b_result.valid());
}
catch (const std::exception& ex) {
// Whenever sol2 throws an exception from panic,
// catch
std::cout << "Something went wrong, as expected:\n" << ex.what() << std::endl;
// and CRASH / exit the application
return 0;
}
// If we get here something went wrong...!
return -1;
}