Re: What is the name of the table being checked in a Luabind object __index function?
Colm Sloan <[email protected]>
| Newsgroups | gmane.comp.lang.lua.bind.user |
|---|---|
| Message-ID | <[email protected]> |
Sorry for not replying. It didn't register as being replied for some reason. I'll paste another question I asked: I have an unusual situation. I have an object in C++ that is given many many values in C++. I can grab this object and get its Lua equivalent: // C++ m_LuaSelf = luabind::call_function<luabind::object>( L, "GetLuaSelf", this ); -- Lua function GetLuaSelf( cSelf ) return cSelf -- returns a lua object with all of the C++ data still in it end I want to make it so I can create a Lua object that inherits all of the values associated with that C++ object. I made it so I pass the object to another class but it can't use the syntactical sugar of ":", making it feel very unnatural: // C++ luabind::call_member<void>( m_LuaSelf, "Setup" ); -- Lua function TheC++Class:Setup() ......... -- gets the other lua class name, which I'll class "MyTestClass" _G[ self.luaClassName ][ 'Setup' ]( self ) end function MyTestClass:Setup() -- it reaches this point -- how can functions in this class be called using the ':' (colon) instead '.' (period) e.g. --self:bar() instead of --MyTestClass.bar( self ) -- the only way I've found end I have no idea if my approach is completely wrong. Apologies if it is :S Any ideas on how I might go aout accessing the "self" functions of the derived class using the ':'? Thanks ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ luabind-user mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/luabind-user