zz:http://www.nuclex.org/articles/cxx/1-quick-introduction-to-luabind
Written by Markus Ewald |
Thursday, August 24 2006 18:51 |
Lua is a great scripting language for games and regular applications alike because it is fast, simple and well suited for embedding (embedding means putting the scripting language into your application instead of making your application an add-on module to the scripting language). Lua can easily be compiled and setting up a lua environment in your code is no big task either, because all you have to do is call However, when the time comes to create bindings for your functions and classes so scripts can call into your code, things quickly become harder. You're forced to learn the semantics of the lua stack, what effects various functions of the lua API have on it, how lua treats user data and finally, you'll have to repeat the tedious work of writing lua wrappers for your functions and classes again and again. LuaBind solves this problem nicely by automatically generating the wrapper code for any function or class you hand to LuaBind. Contrary to other lua wrapper generators, LuaBind works entirely in C++ and does not require any kind of special preprocessor. Once LuaBind is set up and working, using Lua becomes as fun and easy as you always wanted it to be. This article will help you to reach that point and then shows you how to use it to call C/C++ functions from Lua, to call Lua functions from C++ and even to export entire C++ classes. Getting your Hands on LuaBind BinariesTo use LuaBind, you have two options: Add all LuaBind sources to your project, or compile LuaBind into a static library which you can then link to your project. This article will follow the latter approach, because it is cleaner and you can more easily upgrade your projects to new versions of LuaBind. To compile LuaBind, you would normally download the sources of Lua, Boost and LuaBind, set up and compile each library as well as possibly modify LuaBind due to changes in the Boost library which have not been reflected in LuaBind yet. Because this whole process can be somewhat troublesome, you can also download a single package containing precompiled binaries here: Lua 5.1.4, LuaBind 0.8.1 and a minimal subset of Boost 1.39.0 in a preconfigured example project for Microsoft Visual Studio 2008 SP1 or Microsoft Visual C++ 2008 Express SP1 that compiles out-of-the-box. Calling Lua Functions from C++It doesn't get any easier than this. To call a function in a lua script from C++, you can use LuaBind's int main() {
// Create a new lua state
lua_State *myLuaState = lua_open();
// Connect LuaBind to this lua state
luabind::open(myLuaState);
// Define a lua function that we can call
luaL_dostring(
myLuaState,
"function add(first, second)/n"
" return first + second/n"
"end/n"
);
cout << "Result: "
<< luabind::call_function< int >(myLuaState, "add" , 2, 3)
<< endl;
lua_close(myLuaState);
}
Let's see, first we use Making C++ functions callable from LuaThe next example is a bit more complicated. We want to call a C++ function from a lua script. Instead of wasting our time with lua stack manipulation and data type conversion, we can simply do this: void print_hello( int number) {
cout << "hello world " << number << endl;
}
int main() {
// Create a new lua state
lua_State *myLuaState = lua_open();
// Connect LuaBind to this lua state
luabind::open(myLuaState);
// Add our function to the state's global scope
luabind::module(myLuaState) [
luabind::def( "print_hello" , print_hello)
];
// Now call our function in a lua script
luaL_dostring(
myLuaState,
"print_hello(123)/n"
);
lua_close(myLuaState);
}
As before, we need to connect LuaBind to the lua state by using If you need to export multiple functions, you should seperate them from each other using commas ( Exporting Classes to LuaNow onto the fun part. LuaBind allows you to export entire C++ classes to lua, including constructors with arguments, overloaded functions and even operators. It is just as well possible to use a lua class from within C++ through LuaBind. But let's start with something simple: class NumberPrinter {
public :
NumberPrinter( int number) :
m_number(number) {}
void print() {
cout < m_number < endl;
}
private :
int m_number;
};
int main() {
// Create a new lua state
lua_State *myLuaState = lua_open();
// Connect LuaBind to this lua state
luabind::open(myLuaState);
// Export our class with LuaBind
luabind::module(myLuaState) [
luabind::class_<NumberPrinter>( "NumberPrinter" )
.def(luabind::constructor< int >())
.def( "print" , &NumberPrinter::print)
];
// Now use this class in a lua script
luaL_dostring(
myLuaState,
"Print2000 = NumberPrinter(2000)/n"
"Print2000:print()/n"
);
lua_close(myLuaState);
}
This might look difficult, but once you've got the idea, exporting other classes will be a no-brainer. The first thing to notice is The methods we're calling can be seen in the next two lines where the class constructor is exported (using a special auxiliary structure Exporting class attributes and propertiesLuaBind can also export a class' attributes (variables defined in a class) or even simulate a variable to lua by using the getter and setter methods in a class. To make it a bit more interesting, we're going to export two C++ template structures now. The concept of templates does not exist in lua, so we can only register an actual class or in other words a template instanced to a specific type. template < typename T>
struct Point {
Point(T X, T Y) :
X(X), Y(Y) {}
T X, Y;
};
template < typename T>
struct Box {
Box(Point<T> UpperLeft, Point<T> LowerRight) :
UpperLeft(UpperLeft), LowerRight(LowerRight) {}
Point<T> UpperLeft, LowerRight;
};
int main() {
// Create a new lua state
lua_State *myLuaState = lua_open();
// Connect LuaBind to this lua state
luabind::open(myLuaState);
// Export our classes with LuaBind
luabind::module(myLuaState) [
luabind::class_<Point< float > >( "Point" )
.def(luabind::constructor< float , float >())
.def_readwrite( "X" , &Point< float >::X)
.def_readwrite( "Y" , &Point< float >::Y),
luabind::class_<Box< float > >( "Box" )
.def(luabind::constructor<Point< float >, Point< float > >())
.def_readwrite( "UpperLeft" , &Box< float >::UpperLeft)
.def_readwrite( "LowerRight" , &Box< float >::LowerRight)
];
// Now use this class in a lua script
luaL_dostring(
myLuaState,
"MyBox = Box(Point(10, 20), Point(30, 40))/n"
"MyBox.UpperLeft.X = MyBox.LowerRight.Y/n"
);
lua_close(myLuaState);
}
As you can see, the Lua script works perfectly with both classes, despite the fact that one is used within the other. The You could now directly pass a More!If you ever made a typo while working your way through this tutorial, you might have found yourself in front of an ugly run-time error message. This is due to the fact that luabind transforms lua errors into various exceptions, all derived from the common We will now demonstrate this as well as explore some other useful parts of LuaBind: struct ResourceManager {
ResourceManager() :
m_ResourceCount(0) {}
void loadResource( const string &sFilename) {
++m_ResourceCount;
}
size_t getResourceCount() const {
return m_ResourceCount;
}
size_t m_ResourceCount;
};
int main() {
// Create a new lua state
lua_State *myLuaState = lua_open();
// Connect LuaBind to this lua state
luabind::open(myLuaState);
// Export our class with LuaBind
luabind::module(myLuaState) [
luabind::class_<ResourceManager>( "ResourceManager" )
.def( "loadResource" , &ResourceManager::loadResource)
.property( "ResourceCount" , &ResourceManager::getResourceCount)
];
try {
ResourceManager MyResourceManager;
// Assign MyResourceManager to a global in lua
luabind::globals(myLuaState)[ "MyResourceManager" ] = &MyResourceManager;
// Execute a script to load some resources
luaL_dostring(
myLuaState,
"MyResourceManager:loadResource(/"abc.res/")/n"
"MyResourceManager:loadResource(/"xyz.res/")/n"
"/n"
"ResourceCount = MyResourceManager.ResourceCount/n"
);
// Read a global from the lua script
size_t ResourceCount = luabind::object_cast< size_t >(
luabind::globals(myLuaState)[ "ResourceCount" ]
);
cout << ResourceCount << endl;
}
catch ( const std::exception &TheError) {
cerr << TheError.what() << endl;
}
lua_close(myLuaState);
}
The This should be enough to get you up to speed with LuaBind. Experiment with the examples and then go read the LuaBind docs, they're not even harder to read than this article ;) There's a lot more to LuaBind you can discover, like operator overloading, deriving classes from each other, read only properties, and more. |