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110 lines
3.3 KiB
C++
110 lines
3.3 KiB
C++
#include <sol.hpp>
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#include <iostream>
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#include <cassert>
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#include <cmath>
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struct foo {
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private:
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std::string name;
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public:
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foo(std::string name): name(std::string(name)) {}
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void print() {
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std::cout << name << '\n';
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}
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int test(int x) {
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return name.length() + x;
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}
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};
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struct vector {
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private:
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float x = 0;
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float y = 0;
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public:
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vector() = default;
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vector(float x): x(x) {}
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vector(float x, float y): x(x), y(y) {}
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bool is_unit() const {
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return (x * x + y * y) == 1.f;
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}
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};
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struct variables {
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bool low_gravity = false;
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int boost_level = 0;
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};
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int main() {
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sol::state lua;
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lua.open_libraries(sol::lib::base, sol::lib::math);
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// the simplest way to create a class is through
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// sol::state::new_usertype
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// the first template is the class type
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// the rest are the constructor parameters
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// using new_usertype you can only have one constructor
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// you must make sure that the name of the function
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// goes before the member function pointer
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lua.new_usertype<foo, std::string>("foo", "print", &foo::print, "test", &foo::test);
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// making the class from lua is simple
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// same with calling member functions
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lua.script("x = foo.new('test')\n"
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"x:print()\n"
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"y = x:test(10)");
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auto y = lua.get<int>("y");
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assert(y == 14);
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// if you want a class to have more than one constructor
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// the way to do so is through set_usertype and creating
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// a usertype yourself with constructor types
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{
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// Notice the brace: this means we're in a new scope
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// first, define the different types of constructors
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sol::constructors<sol::types<>, sol::types<float>, sol::types<float, float>> ctor;
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// the only template parameter is the class type
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// the first argument of construction is the name
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// second is the constructor types
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// then the rest are function name and member function pointer pairs
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sol::usertype<vector> udata(ctor, "is_unit", &vector::is_unit);
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// then you must register it
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// by default, the registered name is done through demangling of T in sol::usertype<T>
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// using the demangling API provided by the compiler
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// if you don't want to use the unmangled name, you can provide your own name like so:
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// lua.set_usertype("vector", udata);
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lua.set_usertype(udata);
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// You can throw away the usertype after you set it: you do NOT
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// have to keep it around
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// cleanup happens automagically
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}
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// calling it is the same as new_usertype
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lua.script("v = vector.new()\n"
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"v = vector.new(12)\n"
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"v = vector.new(10, 10)\n"
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"assert(not v:is_unit())\n");
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// You can even have C++-like member-variable-access
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// just pass is public member variables in the same style as functions
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lua.new_usertype<variables>("variables", "low_gravity", &variables::low_gravity, "boost_level", &variables::boost_level);
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// making the class from lua is simple
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// same with calling member functions/variables
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lua.script("local vars = variables.new()\n"
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"assert(not vars.low_gravity)\n"
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"vars.low_gravity = true\n"
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"local x = vars.low_gravity\n"
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"assert(x)");
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}
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