Re: Control of luabind::objects

"Josh Klint" <[email protected]>
Newsgroups gmane.comp.lang.lua.bind.user
Message-ID <000001cc176a$5645a9c0$02d0fd40$@com>
I should also mention that in my example below, "health" is not a C++ class
member, but just a Lua value I added to the entity.

 

 

Best Regards,

 

Josh Klint

CEO

Leadwerks Software

www.leadwerks.com

 

From: Josh Klint [mailto:[email protected]] 
Sent: Friday, May 20, 2011 4:16 PM
To: [email protected]
Subject: [luabind] Control of luabind::objects

 

Is it possible to ensure luabind always uses the same Luabind::object for
any given C++ object?  I am having problems because luabind is creating new
luabind::objects and returning those, without the information I attached to
the "real" object.

 

Example:

--"entity" is the luabind::object created for the C++ object

entity.health= entity.health -1

 

for child in entity.kids do -"kids" is an std::list exposed to LuaBind

                child.health = child.health-1 -Can't access this because
luabind creates a new luabind::object and returns it, instead of returning
the one I created and pushed the "health" value onto

end

 

I would like to have a callback function LuaBind uses to get the actual
luabind::object I created and pushed onto the stack when I added values.
Right now, any values I add to a luabind::object will get lost if a function
returns an object, because a new empty luabind::object will be created.

 

 

Best Regards,

 

Josh Klint

CEO

Leadwerks Software

www.leadwerks.com

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