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-rw-r--r--Examples/lua/embed3/embed3.cpp146
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diff --git a/Examples/lua/embed3/embed3.cpp b/Examples/lua/embed3/embed3.cpp
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+/* embed3.cpp A C++ embeded interpreter
+
+This will register a C++ class with Lua, and then call a Lua function
+passing C++ objects to this function.
+
+*/
+
+/* Deal with Microsoft's attempt at deprecating C standard runtime functions */
+#if !defined(SWIG_NO_CRT_SECURE_NO_DEPRECATE) && defined(_MSC_VER) && !defined(_CRT_SECURE_NO_DEPRECATE)
+# define _CRT_SECURE_NO_DEPRECATE
+#endif
+
+/* Deal with Microsoft's attempt at deprecating methods in the standard C++ library */
+#if !defined(SWIG_NO_SCL_SECURE_NO_DEPRECATE) && defined(_MSC_VER) && !defined(_SCL_SECURE_NO_DEPRECATE)
+# define _SCL_SECURE_NO_DEPRECATE
+#endif
+
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <stdarg.h>
+
+extern "C" {
+#include <lua.h>
+#include <lauxlib.h>
+#include <lualib.h>
+}
+
+/* The SWIG external runtime is generated by using.
+swig -lua -externalruntime swigluarun.h
+It contains useful function used by SWIG in its wrappering
+SWIG_TypeQuery() SWIG_NewPointerObj()
+*/
+#include "swigluarun.h" // the SWIG external runtime
+
+/* the SWIG wrappered library */
+extern "C" int luaopen_example(lua_State*L);
+
+// the code itself
+#include "example.h"
+
+// this code pushes a C++ pointer as well as the SWIG type onto the Lua stack
+bool push_pointer(lua_State*L, void* ptr, const char* type_name, int owned = 0) {
+ // task 1: get the object 'type' which is registered with SWIG
+ // you need to call SWIG_TypeQuery() with the class name
+ // (normally, just look in the wrapper file to get this)
+ swig_type_info * pTypeInfo = SWIG_TypeQuery(L, type_name);
+ if (pTypeInfo == 0)
+ return false; // error
+ // task 2: push the pointer to the Lua stack
+ // this requires a pointer & the type
+ // the last param specifies if Lua is responsible for deleting the object
+ SWIG_NewPointerObj(L, ptr, pTypeInfo, owned);
+ return true;
+}
+
+/* This is an example of how to call the Lua function
+ void onEvent(Event e)
+ its very tedious, but gives you an idea of the issues involed.
+*/
+int call_onEvent(lua_State *L, Event e) {
+ int top;
+ /* ok, here we go:
+ push a, push b, call 'add' check & return res
+ */
+ top = lua_gettop(L); /* for later */
+ lua_pushstring(L, "onEvent"); /* function name */
+ lua_gettable(L, LUA_GLOBALSINDEX); /* function to be called */
+ if (!lua_isfunction(L, -1)) {
+ printf("[C++] error: cannot find function 'OnEvent'\n");
+ lua_settop(L, top); // reset
+ return 0;
+ }
+ // push the event object
+ push_pointer(L, &e, "Event *", 0);
+ if (lua_pcall(L, 1, 0, 0) != 0) /* call function with 1 arguments and no result */
+ {
+ printf("[C++] error running function `OnEvent': %s\n", lua_tostring(L, -1));
+ lua_settop(L, top); // reset
+ return 0;
+ }
+ lua_settop(L, top); /* reset stack */
+ return 1; // ok
+}
+
+
+int main(int argc, char* argv[]) {
+ printf("[C++] Welcome to the simple embedded Lua example v3\n");
+ printf("[C++] We are in C++\n");
+ printf("[C++] opening a Lua state & loading the libraries\n");
+ lua_State *L = lua_open();
+ luaopen_base(L);
+ luaopen_string(L);
+ luaopen_math(L);
+ printf("[C++] now loading the SWIG wrappered library\n");
+ luaopen_example(L);
+ printf("[C++] all looks ok\n");
+ printf("\n");
+ printf("[C++] lets create an Engine and pass a pointer to Lua\n");
+ Engine engine;
+ /* this code will pass a pointer into lua, but C++ still owns the object
+ this is a little tedious, to do, but lets do it
+ we need to pass the pointer (obviously), the type name
+ and a flag which states if Lua should delete the pointer once its finished with it
+ The type name is a class name string which is registered with SWIG
+ (normally, just look in the wrapper file to get this)
+ in this case we don't want Lua to delete the pointer so the ownership flag is 0
+ */
+ push_pointer(L,&engine,"Engine *",0);
+ lua_setglobal(L, "pEngine"); // set as global variable
+
+ printf("[C++] now lets load the file 'runme.lua'\n");
+ printf("[C++] any lua code in this file will be executed\n");
+ if (luaL_loadfile(L, "runme.lua") || lua_pcall(L, 0, 0, 0)) {
+ printf("[C++] ERROR: cannot run lua file: %s", lua_tostring(L, -1));
+ exit(3);
+ }
+ printf("[C++] We are now back in C++, all looks ok\n");
+ printf("\n");
+
+ printf("[C++] Lets call the Lua function onEvent(e)\n");
+ printf("[C++] We will give it different events, as we wish\n");
+ printf("[C++] Starting with STARTUP\n");
+ Event ev;
+ ev.mType = Event::STARTUP;
+ call_onEvent(L, ev);
+ printf("[C++] ok\n");
+ printf("[C++] now we will try MOUSEPRESS,KEYPRESS,MOUSEPRESS\n");
+ ev.mType = Event::MOUSEPRESS;
+ call_onEvent(L, ev);
+ ev.mType = Event::KEYPRESS;
+ call_onEvent(L, ev);
+ ev.mType = Event::MOUSEPRESS;
+ call_onEvent(L, ev);
+ printf("[C++] ok\n");
+ printf("[C++] Finally we will SHUTDOWN\n");
+ ev.mType = Event::SHUTDOWN;
+ call_onEvent(L, ev);
+ printf("[C++] ok\n");
+
+ printf("\n");
+ printf("[C++] all finished, closing the lua state\n");
+ lua_close(L);
+ return 0;
+}