I've been furthering my experience in embedding Lua scripting in C++, and I could use a hand, here.
Consider the following two classes:
// Person.hpp
#pragma once
#include <string>
class Person {
private:
std::string p_Name;
int p_Age;
public:
Person(const std::string & strName, const int & intAge)
: p_Name(strName), p_Age(intAge) { }
Person() : p_Name(""), p_Age(0) { }
std::string getName() const { return p_Name; }
int getAge() const { return p_Age; }
void setName(const std::string & strName) { p_Name = strName; }
void setAge(const int & intAge) { p_Age = intAge; }
};
... and ...
// PersonManager.hpp
#pragma once
#include "Person.hpp"
#include <vector>
class PersonManager {
// Assume that this class is a singleton, and therefore
// has no public constructor, but a static function that returns the
// singleton instance.
private:
std::vector<Person *> pm_People;
public:
bool personExists(const std::string & strName) { /* ... */ }
bool addPerson(const std::string & strName, const int & intAge) { /* ... */ }
Person * getPerson(const std::string & strName) { /* ... */ }
void removePerson(const std::string & strName) { /* ... */ }
void removeAllPeople() { /* ... */ }
};
... where getPerson
checks the pm_People
vector to see if the person with the specified name exists, using personExists
.
Now, consider the following function that gets a Person
object from Lua and returns its age.
// Lua_Person.cpp
#include "Lua_Person.hpp" // "Lua_Person.hpp" declares the function called to expose the "Person" functions to Lua.
#include "PersonManager.hpp"
#include "Person.hpp"
int lua_GetPersonAge(lua_State * LS) {
// Validate the userdata.
luaL_checktype(LS, 1, LUA_TUSERDATA);
// Get the "Person" userdata.
Person * luaPerson = reinterpret_cast<Person *>(lua_touserdata(LS, 1));
// Check to see if the Person pointer is not null.
if(luaPerson == nullptr)
luaL_error(LS, "lua_GetPersonAge: You gave me a null pointer!");
// Push the person's age onto the Lua stack.
lua_pushnumber(LS, luaPerson->getAge());
// Return that age integer.
return 1;
}
What I want to do is to get an already-instantiated and existing Person
object from the PersonManager
singleton, using getPerson
, and expose that object to Lua,
so I can do something like this:
local testPerson = People.get("Stack Overflower")
print(testPerson:getAge())
I tried something like the code block below, to no avail:
int lua_GetPerson(lua_State * LS) {
// Validate the argument passed in.
luaL_checktype(LS, 1, LUA_TSTRING);
// Get the string.
std::string personName = lua_tostring(LS, 1);
// Verify that the person exists.
if(PersonManager::getInstance().personExists(personName) == false)
luaL_error(LS, "lua_GetPerson: No one exists with this ID: %s", personName.c_str());
// Put a new userdata into a double pointer, and assign it to the already existing "Person" object requested.
Person ** p = static_cast<Person **>(lua_newuserdata(LS, sizeof(Person *))); // <Userdata>
*p = PersonManager::getInstance().getPerson(personName);
// Put that person object into the "Meta_Person" metatable.
// Assume that metatable is created during the registration of the Person/Person Manager functions with Lua.
luaL_getmetatable(LS, "Meta_Person"); // <Metatable>, <Userdata>
lua_setmetatable(LS, -2); // <Metatable>
// Return that metatable.
return 1;
}
Can anybody lend a helping hand here, or at least point me in the right direction? I am not using any lua wrapper libraries, just straight Lua.
Thank you.
EDIT: The functions that I use to expose my Person
and PersonManager
functions are as follows:
void exposePerson(lua_State * LS) {
static const luaL_reg person_functions[] = {
{ "getAge", lua_getPersonAge },
{ nullptr, nullptr }
};
luaL_newmetatable(LS, "Meta_Person");
lua_pushstring(LS, "__index");
lua_pushvalue(LS, -2);
lua_settable(LS, -3);
luaL_openlib(LS, nullptr, person_functions, 0);
}
void exposePersonManager(lua_State * LS) {
static const luaL_reg pman_functions[] = {
{ "get", lua_getPerson },
{ nullptr, nullptr }
};
luaL_openlib(LS, "People", pman_functions, 0);
lua_pop(LS, 1);
}
The C API is the set of functions that allow C code to interact with Lua. It comprises functions to read and write Lua global variables, to call Lua functions, to run pieces of Lua code, to register C functions so that they can later be called by Lua code, and so on.
Lua does not have the concept of class; each object defines its own behavior and has a shape of its own. Nevertheless, it is not difficult to emulate classes in Lua, following the lead from prototype-based languages, such as Self and NewtonScript. In those languages, objects have no classes.
You push data from C for defining global variables, tables, functions and function arguments. Lua VM will be made all this data available inside Lua script. When a Lua code calls a C function, for example, inside the function you have to recover the arguments and push the result again to Lua.
The first call is to access foo, the second for bar and the third for baz foo, bar and baz are variables from your Lua script on the right. Each value is pushed to the stack with the C/C++ getter call. This is a very short illustration of the Lua stack, but i think you will get it.
Chapter 1. Running a Lua Script from C In the first part of this book, the focus is on understanding the data and control flows between Lua and C. After those ideas have been established, we’ll be ready to tackle security in the second part, which begins with Chapter 5.
Usually the code snippet looks like this: 1. Running a Lua script from file This first example script just prints a Hello Lua to the console by using print, like in other languages. example_1_run_script.lua:
Let's start off the top, that is by registering PersonManager
in Lua. Since it's a singleton, we'll register it as a global.
void registerPersonManager(lua_State *lua)
{
//First, we create a userdata instance, that will hold pointer to our singleton
PersonManager **pmPtr = (PersonManager**)lua_newuserdata(
lua, sizeof(PersonManager*));
*pmPtr = PersonManager::getInstance(); //Assuming that's the function that
//returns our singleton instance
//Now we create metatable for that object
luaL_newmetatable(lua, "PersonManagerMetaTable");
//You should normally check, if the table is newly created or not, but
//since it's a singleton, I won't bother.
//The table is now on the top of the stack.
//Since we want Lua to look for methods of PersonManager within the metatable,
//we must pass reference to it as "__index" metamethod
lua_pushvalue(lua, -1);
lua_setfield(lua, -2, "__index");
//lua_setfield pops the value off the top of the stack and assigns it to our
//field. Hence lua_pushvalue, which simply copies our table again on top of the stack.
//When we invoke lua_setfield, Lua pops our first reference to the table and
//stores it as "__index" field in our table, which is also on the second
//topmost position of the stack.
//This part is crucial, as without the "__index" field, Lua won't know where
//to look for methods of PersonManager
luaL_Reg personManagerFunctions[] = {
'get', lua_PersonManager_getPerson,
nullptr, nullptr
};
luaL_register(lua, 0, personManagerFunctions);
lua_setmetatable(lua, -2);
lua_setglobal(lua, "PersonManager");
}
Now we handle PersonManager
's get
method:
int lua_PersonManager_getPerson(lua_State *lua)
{
//Remember that first arbument should be userdata with your PersonManager
//instance, as in Lua you would call PersonManager:getPerson("Stack Overflower");
//Normally I would first check, if first parameter is userdata with metatable
//called PersonManagerMetaTable, for safety reasons
PersonManager **pmPtr = (PersonManager**)luaL_checkudata(
lua, 1, "PersonManagerMetaTable");
std::string personName = luaL_checkstring(lua, 2);
Person *person = (*pmPtr)->getPerson(personName);
if (person)
registerPerson(lua, person); //Function that registers person. After
//the function is called, the newly created instance of Person
//object is on top of the stack
else
lua_pushnil(lua);
return 1;
}
void registerPerson(lua_State *lua, Person *person)
{
//We assume that the person is a valid pointer
Person **pptr = (Person**)lua_newuserdata(lua, sizeof(Person*));
*pptr = person; //Store the pointer in userdata. You must take care to ensure
//the pointer is valid entire time Lua has access to it.
if (luaL_newmetatable(lua, "PersonMetaTable")) //This is important. Since you
//may invoke it many times, you should check, whether the table is newly
//created or it already exists
{
//The table is newly created, so we register its functions
lua_pushvalue(lua, -1);
lua_setfield(lua, -2, "__index");
luaL_Reg personFunctions[] = {
"getAge", lua_Person_getAge,
nullptr, nullptr
};
luaL_register(lua, 0, personFunctions);
}
lua_setmetatable(lua, -2);
}
And finally handling Person
's getAge
.
int lua_Person_getAge(lua_State *lua)
{
Person **pptr = (Person**)lua_checkudata(lua, 1, "PersonMetaTable");
lua_pushnumber(lua, (*pptr)->getAge());
return 1;
}
You should now call registerPersonManager
before executing your Lua code, best just after you create new Lua state and open needed libraries.
Now within Lua, you should be able to do that:
local person = PersonManager:getPerson("Stack Overflower");
print(person:getAge());
I don't have access to either Lua or C++ at the moment to test it, but that should get you started. Please be careful with lifetime of the Person
pointer you give Lua access to.
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