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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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

As a change of mechanism 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>.

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. The features used are as follows:

  • rvalue references
  • move semantics
  • variadic templates
  • <type_traits>
  • std::unique_ptr
  • enum classes
  • auto
  • uniform initialisation
  • noexcept

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.