99 lines
2.4 KiB
C++
99 lines
2.4 KiB
C++
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#define SOL_ALL_SAFETIES_ON 1
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#include <sol/sol.hpp>
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#include <string>
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#include <memory>
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#include <iostream>
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struct thing {
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int a = 20;
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thing() = default;
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thing(int a) : a(a) {
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}
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};
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struct super_thing : thing {
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int b = 40;
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};
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struct unrelated { };
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int main(int, char*[]) {
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std::cout << "=== optional with iteration ===" << std::endl;
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sol::state lua;
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// Comment out the new_usertype call
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// to prevent derived class "super_thing"
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// from being picked up and cast to its base
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// class
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lua.new_usertype<super_thing>(
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"super_thing", sol::base_classes, sol::bases<thing>());
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// Make a few things
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lua["t1"] = thing {};
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lua["t2"] = super_thing {};
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lua["t3"] = unrelated {};
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// And a table
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lua["container"] = lua.create_table_with(
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0, thing { 50 }, 1, unrelated {}, 4, super_thing {});
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std::vector<std::reference_wrapper<thing>> things;
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// Our recursive function
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// We use some lambda techniques and pass the function
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// itself itself so we can recurse, but a regular function
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// would work too!
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auto fx = [&things](auto& f, auto& tbl) -> void {
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// You can iterate through a table: it has
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// begin() and end()
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// like standard containers
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for (auto key_value_pair : tbl) {
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// Note that iterators are extremely frail
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// and should not be used outside of
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// well-constructed for loops
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// that use pre-increment ++,
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// or C++ ranged-for loops
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const sol::object& key = key_value_pair.first;
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const sol::object& value = key_value_pair.second;
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sol::type t = value.get_type();
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switch (t) {
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case sol::type::table: {
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sol::table inner = value.as<sol::table>();
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f(f, inner);
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} break;
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case sol::type::userdata: {
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// This allows us to check if a userdata is
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// a specific class type
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sol::optional<thing&> maybe_thing
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= value.as<sol::optional<thing&>>();
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if (maybe_thing) {
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thing& the_thing = maybe_thing.value();
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if (key.is<std::string>()) {
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std::cout << "key "
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<< key.as<std::string>()
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<< " is a thing -- ";
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}
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else if (key.is<int>()) {
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std::cout << "key "
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<< key.as<int>()
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<< " is a thing -- ";
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}
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std::cout << "thing.a ==" << the_thing.a
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<< std::endl;
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things.push_back(the_thing);
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}
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} break;
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default:
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break;
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}
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}
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};
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fx(fx, lua);
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std::cout << std::endl;
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return 0;
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}
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