Re: How to map a C++ object as a global "context" of a lua_State ?

"Nigel Atkinson" <[email protected]> Tue, 25 Sep 2012 13:31:53 +1000
Newsgroups gmane.comp.lang.lua.bind.user
Message-ID <[email protected]>


Hi Sebastien,
Just thinking off the top of my head but you
might have some luck with lua_setfenv in Lua 5.1 or the _ENV table in Lua
5.2
You might be able to set the class instance as the environment
with setfenv, and then load your script and run it, using lua_loadfile,
etc.
HTH
Nigel
 
On Fri, September 21, 2012
12:18 am, S�bastien Royer wrote:

> Hi,

>

> I have C++ classes bound to Lua with luabind... So I can use

> instances of them in Lua scripts without any problem.

> Also I have a special need.

> If I have one class "MyClass" bound to lua, I would like my
script

> to be executed in the "context" of a MyClass instance.

>

> For example:

>

> Class MyClass

> {

> public:

> MyClass() {}

> virtual ~MyClass() {}

>

> public:

> void method(const std::string& p_rstrText) { std::cout
<<

> "method() called with " << p_rstrText <<
std::endl; }

> int property() { return 123; }

> };

>

> In a "classical" binding, my script can access MyClass
methods like

> this:

>

> myInstance = MyClass()

> myInstance.method("Hello")

> a = myInstance.property

>

> ... but ...

> I need to "declare" one existing instance of MyClass in a
lua_State

> so that the following script can access method() & property()
members

> like this:

>

> Lua script example:

>

> print("Example")

> method("Hello")

> print("MyCalls.property = ", property)

>

> (so without "myInstance." !)

>

> The idea is that MyClass instances will have one script associated

> to it that could be executed in the context of its
"embedding"

> instance. (Like in Unity3D: A GameObject "Monobehaviour"
script

> (Javascript) that can access "its" GameObject instance
properties

> without any "this" or "self" accessors).

>

> I believe it is really feasible without luabind, but I would like

> (and need in fact) to keep all the benefits of luabind, and also
do

> this stuff properly with luabind.

>

> Does anyone have an idea of an how to ?

>

> Thx in advance

>

> Sebastien

>

>
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