114 lines
3.1 KiB
C++
114 lines
3.1 KiB
C++
#define SOL_ALL_SAFETIES_ON 1
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#define SOL_ENABLE_INTEROP \
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1 // MUST be defined to use interop features
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#include <sol/sol.hpp>
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#include "Player.h"
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#include <tolua++.h>
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// pick or replace the include
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// with whatever generated file you've created
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#include "tolua_Player.h"
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#include <iostream>
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// tolua code lifted from some blog, if the link dies
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// I don't know where else you're gonna find the reference,
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// http://usefulgamedev.weebly.com/tolua-example.html
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/* NOTE: there is no sol_lua_interop_get here,
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because tolua types are -- thankfully -- memory-compatible
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in most cases with sol.
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Please check other examples like kaguya or LuaBribe for an
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example of how to also write the getter for your type*/
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template <typename T, typename Handler>
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inline bool sol_lua_interop_check(sol::types<T>, lua_State* L,
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int relindex, sol::type index_type, Handler&& handler,
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sol::stack::record& tracking) {
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tracking.use(1);
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// just marking unused parameters for no compiler warnings
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(void)index_type;
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(void)handler;
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int index = lua_absindex(L, relindex);
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std::string name = sol::detail::short_demangle<T>();
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tolua_Error tolua_err {};
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int r = tolua_isusertype(
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L, index, name.c_str(), 0, &tolua_err);
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if (r == 0) {
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// tolua seems to leave garbage on the stack
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// when the check fails
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// thanks, tolua
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lua_pop(L, 2);
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return false;
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}
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return true;
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}
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void register_sol_stuff(lua_State* L) {
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// grab raw state and put into state_view
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// state_view is cheap to construct
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sol::state_view lua(L);
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// bind and set up your things: everything is entirely
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// self-contained
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lua["f"] = sol::overload(
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[](Player& from_tolua) {
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std::cout << "calling 1-argument version with "
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"tolua-created Player { health:"
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<< from_tolua.getHealth() << " }"
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<< std::endl;
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SOL_ASSERT(from_tolua.getHealth() == 4);
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},
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[](Player& from_tolua, int second_arg) {
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std::cout << "calling 2-argument version with "
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"tolua-created Player { health: "
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<< from_tolua.getHealth()
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<< " } and integer argument of "
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<< second_arg << std::endl;
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SOL_ASSERT(from_tolua.getHealth() == 4);
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SOL_ASSERT(second_arg == 5);
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});
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}
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void check_with_sol(lua_State* L) {
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sol::state_view lua(L);
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Player& obj = lua["obj"];
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(void)obj;
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SOL_ASSERT(obj.getHealth() == 4);
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}
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int main(int, char*[]) {
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std::cout << "=== interop example (tolua) ===" << std::endl;
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std::cout << "(code lifted from a sol2 user's use case: "
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"https://github.com/ThePhD/sol2/issues/"
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"511#issuecomment-331729884)"
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<< std::endl;
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lua_State* L = luaL_newstate();
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luaL_openlibs(
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L); // initalize all lua standard library functions
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tolua_open(L); // initalize tolua
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tolua_Player_open(
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L); // make Player class accessible from LUA
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register_sol_stuff(L);
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const auto code = R"(
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obj = Player:new()
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obj:setHealth(4)
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f(obj) -- call 1 argument version
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f(obj, 5) -- call 2 argument version
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)";
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if (luaL_dostring(L, code)) {
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lua_error(L); // crash on error
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}
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check_with_sol(L);
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return 0;
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}
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