Sol3 (sol2 v3.0) - a C++ <-> Lua API wrapper with advanced features and top notch performance - is here, and it's great! Documentation:
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ThePhD ed0b83f8b0 Several changes. I took away operator() for the proxy type, because it'd interfere with the Callable type and all. Alas, good things do die I suppose. =[
But! I left it on the `sol::function` type, because it's necessary to discard returns. The .call is still there, though, just incase you need it. <3
reverse_indices_builder is also there, to make sure we can push and pop without the lua api taking our types and breaking them for the std::tuple returns.
All is at it should be~
2013-12-14 23:25:44 -05:00
Catch@a6d74bd55a CATCH for tests. 2013-12-11 06:38:25 -05:00
sol Several changes. I took away operator() for the proxy type, because it'd interfere with the Callable type and all. Alas, good things do die I suppose. =[ 2013-12-14 23:25:44 -05:00
.gitignore Have I mentioned I hate GCC? I hate GCC. 2013-12-11 11:56:34 -05:00
.gitmodules CATCH for tests. 2013-12-11 06:38:25 -05:00
build.ninja Renamed sol.scratch.cpp to tests.cpp 2013-12-12 05:40:05 -05:00
CONTRIBUTING.md Add contributing guidelines 2013-12-14 05:26:43 -05:00
LICENSE.txt Initial commit 2013-11-25 04:56:27 -05:00
README.md Add contributing guidelines 2013-12-14 05:26:43 -05:00
sol.hpp function header with addition to sol.hpp so that a person can do function invocations on lua functions without explicitly adding sol/functions.hpp 2013-12-01 18:15:26 -05:00
tests.cpp Several changes. I took away operator() for the proxy type, because it'd interfere with the Callable type and all. Alas, good things do die I suppose. =[ 2013-12-14 23:25:44 -05:00

Sol

Sol is a C++ library binding to Lua. It currently supports Lua 5.2. Sol aims to be easy to use and easy to add to a project. At this time, the library is header-only for easy integration with projects.

Caveats

Due to how this library is used compared to the C API, the Lua Stack is completely abstracted away. Not only that, but all Lua errors are thrown as exceptions instead. This allows you to handle the errors gracefully without being forced to exit.

It should be noted that the library itself depends on lua.hpp to be found by your compiler. It uses angle brackets, e.g. #include <lua.hpp>.

Contributing

If you want to contribute, please check CONTRIBUTING.md for details. Thank you!

Example

Here's an example on how to load a basic configuration struct with a Lua script.

#include <sol.hpp>
#include <iostream>
#include <string>

struct test {
    int foo;
    std::string bar;
    double baz;
};

test load(const sol::table& t) {
    return { t.get<int>("foo"), t.get<std::string>("bar"), t.get<double>("baz") };
}

int main() {
    try {
        sol::state lua;
        lua.script("foo = 1234;\n"
                   "bar = \"hello world\";\n"
                   "baz = 1.4;");

        test c = load(lua.global_table());
        std::cout << '(' << c.foo << ", " << c.bar << ", " << c.baz << ")\n";
    }
    catch(const std::exception& e) {
        std::cerr << e.what() << '\n';
    }
}

License

Sol is distributed with an MIT License. You can see LICENSE.txt for more info.

Supported Compilers

Sol makes use of C++11 features. GCC 4.7 and Clang 3.3 or higher should be able to compile without problems. Visual Studio 2013 with the November CTP should be able to support this as well.

TODO

  • Support for operator[] based retrieval and modifying of tables (mostly finished).
  • Possibly document functions and classes via doxygen.
  • Provide more examples to showcase uses.