As well as other features and bugfixes.
tolua is a tool that greatly simplifies the integration of C/C++ code with Lua. Based on a cleaned header file (or extracts from real header files), tolua automatically generates the binding code to access C/C++ features from Lua. Using Lua API and tag method facilities, tolua maps C/C++ constants, external variables, functions, classes, and methods to Lua.
This manual is for tolua++ version 1.0 and is implemented upon Lua 5.0 and based on tolua 5.0. See Compatibility for details on switching from older versions.
The sections below describe how to use tolua. Please contact us with bug reports, suggestions, and comments.
Let's start with some examples. If we specify as input the following C-like header file to tolua:
#define FALSE 0 #define TRUE 1 enum { POINT = 100, LINE, POLYGON }
Object* createObejct (int type); void drawObject (Object* obj, double red, double green, double blue); int isSelected (Object* obj);A C file that binds such a code to Lua is automatically generated. Therefore, in Lua code, we can access the C code, writing, for instance:
... myLine = createObject(LINE) ... if isSelected(myLine) == TRUE then drawObject(myLine, 1.0, 0.0, 0.0); else drawObject(myLine, 1.0, 1.0, 1.0); end ...Also, consider a C++-like header file:
#define FALSE 0 #define TRUE 1
class Shape { void draw (void); void draw (double red, double green, double blue); int isSelected (void); };
class Line : public Shape { Line (double x1, double y1, double x2, double y2); ~Line (void); };If this file is used as input to tolua, a C++ file is automatically generated proving access to such a code from Lua. Therefore, it would be valid to write Lua statements like:
... myLine = Line:new (0,0,1,1) ... if myLine:isSelected() == TRUE then myLine:draw(1.0,0.0,0.0) else myLine:draw() end ... myLine:delete() ...The package file (usually with extension .pkg) passed to tolua is not the real C/C++ header file, but a cleaned version of it. tolua does not implement a complete parse to interpret C/C++ code, but it understands a few declarations that are used to describe the features that are to be exported to Lua. Regular header files can be included into packages files; tolua will extract the code specified by the user to parse from the header (see Basic Concepts).
tolua -o myfile.c myfile.pkg
The generated code must be compiled and linked with the application to provide the desired access from Lua. Each parsed file represents a package being exported to Lua. By default, the package name is the input file root name (myfile in the example). The user can specify a different name for the package:
tolua -n pkgname -o myfile.c myfile.pkg
The package should also be explicitly initialized. To initialize the package from our C/C++ code, we must declare and call the initialization function. The initialization function is defined as
int tolua_pkgname_open (lua_State*);
where pkgname represents the name of the package being bound. If we are using C++, we can opt for automatic initialization:
tolua -a -n pkgname -o myfile.c myfile.pkg
In that case, the initialization function is automatically called. However, if we are planning to use multiple Lua states, automatic initialization does not work, because the order static variables are initialized in C++ is not defined.
Optionally, the prototype of the open function can be outputted to a header file, which name is given by the -H option.
The binding code generated by tolua uses a set of functions defined in the tolua library. Thus, this library also has to be linked with the application. The file tolua.h is also necessary to compile the generated code.
An application can use tolua object oriented framework (see exported utility functions) without binding any package. In that case, the application must call tolua initialization function (this function is called by any package file initialization function):
int tolua_open (void);
$pfile "include_file"
A package file may also include regular C/C++ header files, using the hfile or cfile directive:
$cfile "example.h"
In which case, tolua will extract the code enclosed between tolua_begin and tolua_end, or or tolua_export for a single line. Consider this C++ header as example:
#ifndef EXAMPLE_H #define EXAMPLE_H class Example { // tolua_export private: string name; int number; public: void set_number(int number); //tolua_begin string get_name(); int get_number(); }; // tolua_end #endif
In this case, the code that's not supported by tolua (the private part of the class), along with the function set_number is left outside of the package that includes this header.
Finally, lua files can be included on a package file, using $lfile:
$lfile "example.lua"
New on tolua++: an extra way to include source files is available since version 1.0.4 of tolua++, using ifile:
$ifile "filename"
ifile also takes extra optional parameters after the filename, for example:
$ifile "widget.h", GUI
$ifile "vector.h", math, 3d
ifile's default behaviour is to include the whole file, untouched. However, the contents of the file and the extra parameters are put through the include_file_hook function before being included into the package (see Customizing tolua++ for more details).
Functions in C/C++ can also manipulate Lua objects explicitly. Thus lua_Object is also considered a basic type. In this case, any Lua value matches it.
New on tolua++: The C++ type string is also considered a basic type, and is passed as a value to lua (using the c_str() method). This feature can be turned off with the command line option -S.
For user defined types, constness is preserved. Thus passing a non constant user defined type to a function that expects constant type generates an type mismatching error.
typedef double real;
Otherwise, real would be interpreted as a user defined type and would not be mapped to Lua numbers.
/* specify the files to be included */
$#include "header1.h" // include first header $#include "header2.h" // include second headerAs illustrated, tolua also accepts comments, using C or C++ convention, inside the package file. Nested C-like comments can also be used.
Also note that files included with $cfile or $hfile don't need to be included using this method, this is done automatically by tolua.
In the following sections, we describe how to specify the C/C++ code we want to bind to Lua. The formats are simplified valid C/C++ statements.
#define NAME [ VALUE ]The value, as showed above, is optional. If such a code is inserted inside the file being processed, tolua generates a code that allows the use of NAME as a Lua global variable that has the corresponding C/C++ constant value. Only numeric constants are accepted.
New on tolua++: All other preprocessor directives are ignored.
For enum's, the general format is:
enum { NAME1 [ = VALUE1 ] , NAME2 [ = VALUE2 ] , ... NAMEn [ = VALUEn ] };Similarly, tolua creates a set of global variables, named NAMEi, with their corresponding values.
[extern] type var;tolua binds such declarations to Lua global variables. Thus, in Lua, we can access the C/C++ variable naturally. If the variable is non constant, we can also assign the variable a new value from Lua. Global variables that represent arrays of value can also be bound to Lua. Arrays can be of any type. The corresponding Lua objects for arrays are Lua tables indexed with numeric values; however, be aware that index 1 in Lua is mapped to index 0 in an C/C++ array. Arrays must be pre dimensioned. For instance:
double v[10];
New on tolua++: External variables can use the tolua_readonly modifier (see Additional Features)
type funcname (type1 par1[, type2 par2[,...typeN parN]]);The returned type can be void, meaning no value is returned. A function can also have no parameter. In that case, void may be specified in the place of the list of parameters. The parameter types must follow the rules already posted. tolua creates a Lua function binding the C/C++ function. When calling a function from Lua, the parameter types must match the corresponding C/C++ types, otherwise, tolua generates an error and reports which parameter is wrongly specified. If a parameter name is omitted, tolua names it automatically, but its type should be a basic type or user type previously used.
The arrays must be pre dimensioned. For instance:
void func (double a[3]);
is a valid function declaration for tolua and calling this function from Lua would be done by, for instance:
p = {1.0,1.5,8.6}
func (p)
The array dimension need not be a constant expression; the dimension can also be specified by any expression that can be evaluated in run time. For instance:
void func (int n, int m, double image[n*m]);
is also valid since the expression n*m is valid in the binding function scope. However, be aware that tolua uses dynamic allocation for binding this function, what can degrade the performance.
Despite the dimension specification, it is important to know that all arrays passed to the actual C/C++ function are in the local scope of the binding function. So, if the C/C++ function being called needs to hold the array pointer for later use, the binding code will not work properly.
void func (int a);
void func (double a);
represent two different functions in C++, they are the same function for tolua, because both int and double are mapped to the same Lua type: number.
Another tricky situation occurs when expecting pointers. Suppose:
void func (char* s); void func (void* p); void func (Object1* ptr); void func (Object2* prt);Although these four functions represent different functions in C++, a Lua statement like:
func(nil)matches all of them.
It is important to know that tolua decides which function will be called in run-time, trying to match each provided function. tolua first tries to call the last specified function; if it fails, tolua then tries the previous one. This process is repeated until one function matches the calling code or the first function is reached. For that reason, the mismatching error message, when it occurs, is based on the first function specification. When performance is important, we can specify the most used function as the last one, because it will be tried first.
tolua allows the use of overloaded functions in C, see Renaming for details.
type funcname (..., typeN-1 parN-1 [= valueN-1], typeN parN [= valueN]);
toLua implements this feature without using any C++ mechanism; so, it can be used also to bind C functions.
We can also specify default values for the elements of an array (there is no way to specify a default value for the array itself, though). For instance:
void func (int a[5]=0);
sets the default element values to zero, thus the function can be called from Lua with an uninitialized table.
For Lua object types (lua_Object), tolua defines a constant that can be used to specify nil as default value:
void func (lua_Object lo = TOLUA_NIL);
New on tolua++: C++ class constructors are valid as default parameters. For example:
void set_color(const Color& color = Color(0,0,0));
For instance, consider a C function that swaps two values:
void swap (double* x, double* y);
or
void swap (double& x, double& y);
If such a function is declared in the package file, tolua binds it as a function receiving two numbers as input and returning two numbers. So, a valid Lua code would be:
x,y = swap(x,y)
If the input values are not used, the use of default parameter value allows calling the function from Lua without specifying them:
void getBox (double* xmin=0, double* xmax=0, double* ymin=0, double* ymax=0);
In Lua:
xmin, xmax, ymin, ymax = getBox()
With user defined types, we would have for instance:
void update (Point** p);
or
void update (Point*& p);
typedef struct [name] { type1 fieldname1; type2 fieldname2; ... typeN fieldnameN; } typename;If such a code is inserted in the package file being processed, tolua allows any variable that holds an object of type typename to access any listed field indexing the variable by the field name. For instance, if var holds a such object, var.fieldnamei accesses the field named fieldnamei.
Fields that represent arrays of values can also be mapped:
typedef struct {
int x[10];
int y[10];
} Example;
class classname : public basename {
/* class definition */
};
In this case, the definition of basename needs to appear before classname if the inheritance properties are to be taken advantage of from lua.
For example, consider the following class:
class Slider : public Widget, public Range { ... };
An object of type 'Slider' will fully retain its inheritance with Widget, and will contain a 'member' of type Range, which will return the object cast to the correct base type.
For example:
slider = Slider:new() slider:show() -- a Widget method slider:set_range(0, 100) -- this won't work, because -- set_range is a method from Range slider.__Range__:set_range(0, 100) -- this is the correct way
This is an experimental feature.
For each bound class, tolua creates a Lua table and stores it at a variable which name is the name of the C++ class. This tables may contain other tables that represent other tables, the way C++ classes may contain other classes and structs. Static exported fields are accessed by indexing this table with the field names (similar to struct fields). Static methods are also called using this table, with a colon. Non static exported fields are accessed by indexing the variable that holds the object. Class methods follow the format of the function declaration showed above. They can be accessed from Lua code using the conventional way Lua uses to call methods, applied of course to a variable that holds the appropriate object or to the class table, for static methods.
There are a few special methods that are also supported by tolua. Constructors are called as static methods, named new, new_local (on tolua++), or calling the class name directly (also on tolua++, see below for the difference betwheen these methods). Destructors are called as a conventional method called delete.
Note that tolua does support overload. This applies even for constructors. Also note that the virtual keyword has no effect in the package file.
The following code exemplifies class definitions that can be interpreted by tolua.
class Point { static int n; // represents the total number of created Points static int get_n(); // static method double x; // represents the x coordinate double y; // represents the y coordinate
static char* className (void); // returns the name of the class
Point (void); // constructor 1 Point (double px, double py); // constructor 2 ~Point (void); // destructor
Point add (Point& other); // add points, returning another one };
class ColorPoint : public Color { int red; // red color component [0 - 255] int green; // green color component [0 - 255] int blue; // blue color component [0 - 255]
ColorPoint (double px, double py, int r, int g, int b); };If this segment of code is processed by tolua, we would be able to write the following Lua statements:
p1 = Point:new(0.0,1.0) p2 = ColorPoint:new(1.5,2.2,0,0,255) print(Point.n) -- would print 2 print(Point:get_n()) -- would also print 2 p3 = p1:add(p2) local p4 = ColorPoint() print(p3.x,p3.y) -- would print 1.5 and 3.2 print(p2.red,p2.green,p2.blue) -- would print 0, 0, and 255 p1:delete() -- call destructor p2:delete() -- call destructorNote that we can only explicitly delete objects that we explicitly create. In the example above, the point p3 will be garbage-collected by tolua automatically; we cannot delete it.
New on tolua++: Also note that p4 is created by calling the class name directly (ColorPoint()); this has the same effect as calling new_local, which leaves the object to be deleted by the garbaje collector, and it should not be deleted using delete. For each constructor on the pkg, one new, new_local and .call callback for the class is created.
Of course, we need to specify only the methods and members we want to access from Lua. Sometimes, it will be necessary to declare a class with no member or method just for the sake of not breaking a chain of inheritances.
tolua++ (starting from version 1.0.5) uses the keyword tolua_outside to specify regular functions as methods and static methods of a class or struct. For example:
/////////////// position.h: typedef struct { int x; int y; } Position; Position* position_create(); void position_set(Position* pos, int x, int y); /////////////// position.pkg: struct Position { int x; int y; static tolua_outside Position* position_create @ create(); tolua_outside void position_set @ set(int x, int y); }; --------------- position.lua local pos = Position:create() pos:set(10, 10)Note that the position_set method takes a pointer to Position as its first parameter, this is ommited on the tolua_outside declaration. Also note that we cannot name our methods new or new_local, or as overloaded operators (see next section), this will result in undefined behaviour.
operator+ operator- operator* operator/ operator< operator>= operator== operator[]For the relational operators, toLua also automatically converts a returned 0 value into nil, so false in C becomes false in Lua.
As an example, suppose that in the code above, instead of having:
Point add (Point& other); // add points, returning another onewe had:
Point operator+ (Point& other); // add points, returning another oneIn that case, in Lua, we could simply write:
p3 = p1 + p2The indexing operator (operator[]) when receiving a numeric parameter can also be exported to Lua. In this case, tolua accepts reference as returned value, even for basic types. Then if a reference is returned, from Lua, the programmer can either get or set the value. If the returned value is not a reference, the programmer can only get the value. An example may clarify: suppose we have a vector class and bind the following operator:
double& operator[] (int index);In this case, in Lua, we would be able to write: value = myVector[i] and also myVector[i] = value, which updates the C++ object. However, if the bound operator was:
double operator[] (int index);we would only be able to write: value = myVector[i].
Free functions (i.e., not class members) that overload operators are not supported.
/////////////// node.h // a class that holds a value that can be of type int, double, string or Object* class Node { // tolua_export private: union { int int_value; double double_value; string string_value; Object* object_value; }; // tolua_begin public: enum Type { T_INT, T_DOUBLE, T_STRING, T_OBJECT, T_MAX, }; Type get_type(); operator int(); operator double(); operator string(); operator Object*(); }; // tolua_endtolua++ will produce code that calls the operators by casting the object Node (using C++ static_cast), and register them inside the class as ".typename". For example:
-- node.lua local node = list.get_node("some_node") -- returns a Node object if node.get_type() == Node.T_STRING then print("node is "..node[".string"]()) elseif node.get_type() == Node.T_OBJECT then local object = node[".Object*"]() object:method() end
/////////////// label.h class Label { public: string get_name(); void set_name(string p_name); Widget* get_parent(); }; /////////////// label.pkg class Label { tolua_property string name; tolua_readonly tolua_property Widget* parent; }; --------------- label.lua local label = Label() label.name = "hello" print(label.name) label.parent:show()
A property can have differt types, which determine how it's value will be set and retrieved. tolua++ comes with 3 different built-in types:
The property type can be appended at the end of the 'tolua_property' keyword on the declaration:
The default property type can be changed using the 'TOLUA_PROPERTY_TYPE' macro. This will change the default type from the point of its invocation, until the end of the block that contains it. For example:
TOLUA_PROPERTY_TYPE(default); // default type for the 'global' scope namespace GUI { class Point { tolua_property int x; // will use get_x/set_x tolua_property int y; // will use get_y/set_y }; TOLUA_PROPERTY_TYPE(qt); // changes default type to 'qt' for the rest of the 'GUI' namespace class Label { tolua_property string name; // will use name/setName }; }; class Sprite { tolua_property GUI::Point position; // will use get_position/set_position tolua_property__overload string name; // will use name/name };
Custom property types can be added by redefining the function "get_property_methods_hook" (see Customizing tolua++ for more details). The functions takes the property type and the name, and returns the setter and getter function names. For example:
/////////////// custom.lua function get_property_methods_hook(ptype, name) if ptype == "hungarian_string" then return "sGet"..name, "Set"..name end if ptype == "hungarian_int" then return "iGet"..name, "Set"..name end -- etc end /////////////// label.pkg class Label { tolua_property__hungarian_string string Name; // uses 'sGetName' and 'SetName' tolua_property__hungarian_int string Type; // uses 'iGetType' and 'SetType' };
class vector { TOLUA_TEMPLATE_BIND(T, int, string, Vector3D, double) void clear(); int size() const; const T& operator[](int index) const; T& operator[](int index); void push_back(T val); vector(); ~vector(); };The TOLUA_TEMPLATE_BIND directive has to be the first thing on the class declaration, otherwise it will be ignored. This code will create 4 versions of the class vector, one for each type specified on the TOLUA_TEMPLATE_BIND parameters, each replacing the macro T (specified as the first argument of TOLUA_TEMPLATE_BIND). Thus, the functions operator[], &operator[] and push_back will have different signatures on each version of the object. The objects will be recognized as vector<type> on further declarations, and the name of the table on Lua will be vector_type_. Thus, the following Lua code could be used:
string_vector = vector_string_:new_local() string_vector:push_back("hello") string_vector:push_back("world") print(string_vector[0].." "..string_vector[1])Similarily, a template with more than 1 macro could be bound, and it could also inherit from another template:
class hash_map : public map<K,V> { TOLUA_TEMPLATE_BIND(K V, int string, string vector<double>) V get_element(K key); void set_element(K key, V value); hash_map(); ~hash_map(); };In this example, one of the objects has another template as one of its types, so it will be recognized as hash_map<string,vector<double> > while its constructor will be on the Lua table hash_map_string_vector_double___ (see Type Renaming for a better way to access these objects).
Note that due to the complexity in the definition of some templates, you should be careful on how you declare them. For example, if you create an object with type hash_map<string,vector<double> > and then declare a variable with type hash_map<string, vector<double> > (note the space between string and vector), the type of the variable will not be recognized. The safest way is to declare a typedef, and use that to use each type (this is also a common practice on C++ programming). For example, using the previous declaration of vector:
typedef vectorTOLUA_TEMPLATE_BIND can be used with more than one parenthesis to open and close, in order to be valid as a macro inside a regular .h file. The TOLUA_TEMPLATE_BIND macro is declared on tolua.h as:VectorInt; VectorInt variable;
#define TOLUA_TEMPLATE_BIND(x)
Also, the parameters can have double quotes. Thus, the following uses are valid:
TOLUA_TEMPLATE_BIND((T, int, float)) // to be used inside a real header file TOLUA_TEMPLATE_BIND("K V", "string string", int double)Function templates are not supported on this version.
module name
{
... // constant, variable, and function
declarations
}
Thus, if we bound the following module declaration:
module mod
{
#define N
extern int var;
int func (...):
}
In Lua we would be able to access such features by indexing the module: mod.N, mod.var, mod.func.
extern int cvar @ lvar;
#define CNAME @ LNAME
enum {
CITEM1 @ LITEM1,
CITEM2 @ LITEM2,
...
};
void cfunc @ lfunc (...);
class T
{
double cfield @ lfield;
void cmeth @ lmeth (...);
...
};
In such a case, the global variable cvar would be identified in Lua by lvar, the constant CNAME by LNAME, and so on. Note that class cannot be renamed, because they represent types in C.
This renaming feature allows function overload in C, because we can choose to export two different C functions with a same Lua name:
void glVertex3d @ glVertex (double x, double y, double z=0.0);
void glVertexdv @ glVertex (double v[3]=0.0);
$renaming real_name @ new_name
The parameters to renaming can be Lua patterns. For example:
$renaming ^_+ @ $renaming hash_map<string,vector<double> > @ StringHashThe first example will remove all underscores at the beginning of all types, the second will rename the template type hash_map<string,vector<double> > to StringHash. Once renamed, the Lua table for each type can be accessed only by their new name, for example: StringHash:new()
obj = ClassName:new()
obj.myfield = 1 -- even though "myfield" does not represent a field of ClassNameSuch a construction is possible because, if needed, tolua automatically creates a Lua table and associates it with the object. So that, the object can store additional fields not mapped to C/C++, but actually stored in the conjugate table. The Lua programmer accesses the C/C++ features and these additional fields in an uniform way. Note that, in fact, these additional fields overwrite C/C++ fields or methods when the names are the same.
float x,y,z;
will create 3 different variables of type float. Make sure you don't leave any spaces between the commas, as that will raise a parse error.
class Widget { tolua_readonly string name; };This feature could be used to 'hack' the support for other unsupported things like operator->. Consider this example pkg file:
$hfile "node.h" $#define __operator_arrow operator->() $#define __get_name get_name()And on the file node.h:
template class<T> class Node { // tolua_export private: string name; T* value; public: T* operator->() {return value;}; string get_name() {return name;}; // tolua_begin #if 0 TOLUA_TEMPLATE_BIND(T, Vector3D) tolua_readonly __operator_arrow @ p; tolua_readonly __get_name @ name; #endif Node* next; Node* prev; void set_name(string p_name) {name = p_name;}; Node(); }; // tolua_endWhile not a pretty thing to do to a header file, this accomplishes a number of things:
node = Node_Vector3D_:new_local() -- do something with the node here -- print("node name is "..node.name) print("node value is ".. node.p.x ..", ".. node.p.y ..", ".. node.p.z)Since tolua++ ignores all preprocessor directives (except for #define), node.h remains a valid C++ header file, and also a valid source for tolua++, eliminating the need to maintain 2 different files, even for objects with unusual features such as these ones.
The ability to rename functions as variables might be expanded on future versions.
$ tolua++ -E VERSION=5.1 -E HAVE_ZLIB package.pkg > package_bind.cpp
This will add 2 fields to the global table _extra_parameters: "VERSION", with the string value "5.1", and "HAVE_ZLIB" with the boolean value true. For the moment, there is no way to 'use' these values, except in custom scripts defined by the user (see customizing tolua++ for details).
#ifndef Mtolua_typeid #define Mtolua_typeid(L,TI,T) #endif Mtolua_typeid(tolua_S,typeid(Foo), "Foo"); Mtolua_typeid(tolua_S,typeid(Bar), "Bar");The implementation of Mtolua_typename is left as an exercise to the user.
module tolua
{
char* tolua_bnd_type @ type (lua_Object lo);
void tolua_bnd_takeownership @ takeownership (lua_Object lo);
void tolua_bnd_releaseownership @ releaseownership (lua_Object lo);
lua_Object tolua_bnd_cast @ cast (lua_Object lo, char* type);
void tolua_bnd_inherit @ inherit (lua_Object table, lua_Object instance);
/* for lua 5.1 */
void tolua_bnd_setpeer @ setpeer (lua_Object object, lua_Object peer_table);
void tolua_bnd_getpeer @ getpeer (lua_Object object);
}
A lua object could be used like this:
local w = Widget() local lua_widget = {} tolua.inherit(lua_widget, w) set_parent(lua_widget);Remember that this will only cause the table to be recognised as type 'Widget' when necesary. To be able to access Widget's methods, you'll have to implement your own object system. A simple example:
lua_widget.show = Widget.show lua_widget:show() -- this will call the 'show' method from 'Widget', using the lua -- table as 'self'. Since lua_widget inherits from a widget instance, -- tolua++ will recognise 'self' as a 'Widget', and call the method
Of course a better way would be to add a __index metamethod for the lua object.
Similarily, to implement virtual functions, you'll need to create a c++ object that inherits from the desired type, implement its virtual functions, and use that to inherit from lua. The object would have a reference to the lua table, and call its methods from the c++ virtual methods.
Note: the current implementation (as of version 1.0.6) stores the C instance inside the lua table on the field ".c_instance", and looks that up when necesary. This might change in the future, so it is recommended to use an alternative way to store the C instance to use with your own object system.
-- a 'LuaWidget' class LuaWidget = {} LuaWidget.__index = LuaWidget function LuaWidget:add_button(caption) -- add a button to our widget here. 'self' will be the userdata Widget end local w = Widget() local t = {} setmetatable(t, LuaWidget) -- make 't' an instance of LuaWidget tolua.setpeer(w, t) -- make 't' the peer table of 'w' set_parent(w) -- we use 'w' as the object now w:show() -- a method from 'Widget' w:add_button("Quit") -- a method from LuaWidget (but we still use 'w' to call it)When indexing our object, the peer table (if present) will be consulted first, so we don't need to implement our own __index metamethod to call the C++ functions.
$[
embedded Lua code
...
$]
As an example consider the following .pkg excerpt:
/* Bind a Point class */
class Point
{
Point (int x, int y);
~Point ();
void print ();
...
} CPoint;
$[
-- Create a Point constructor
function Point (self)
local cobj = CPoint:new(self.x or 0, self.y or 0)
tolua.takeownership(cobj)
return cobj
end
$]
Binding such a code would allow us to write the following Lua code:
p = Point{ x=2, y=3 }
p:print()
...
tolua++ calls empty functions at specific points of its execution. This functions can be redefined on a separate lua file (and included using the -L command line option) and be used to control the way tolua++ behaves. This is the list of functions (taken from basic.lua on the tolua++ source):
-- called right after processing the $[ichl]file directives, -- right before processing anything else -- takes the package object as the parameter function preprocess_hook(p) -- p.code has all the input code from the pkg end -- called for every $ifile directive -- takes a table with a string called 'code' inside, the filename, and any extra arguments -- passed to $ifile. no return value function include_file_hook(t, filename, ...) end -- called after processing anything that's not code (like '$renaming', comments, etc) -- and right before parsing the actual code. -- takes the Package object with all the code on the 'code' key. no return value function preparse_hook(package) end -- called after writing all the output. -- takes the Package object function post_output_hook(package) end -- called at the beginning of the main parser function, with the code being parsed as a parameter -- it can return nil if nothing was foind, or the contents of 'code', modified by the function -- Usually a parser hook will search the beginning of the string for a token, and if it finds -- anything, return the string without that token (after doing whatever it has to do with the token). function parser_hook(code) end -- called from classFunction:supcode, before the call to the function is output -- the classFunction object is passed. function pre_call_hook(f) end -- called from classFunction:supcode, after the call to the function is output -- the classFunction object is passed. function post_call_hook(f) end -- called before the register code is output function pre_register_hook(package) end -- called to output an error message function output_error_hook(...) return string.format(...) end
A number of arrays found in basic.lua are used to specify these functions:
-- for specific types _push_functions = {} _is_functions = {} _to_functions = {} -- for base types _base_push_functions = {} _base_is_functions = {} _base_to_functions = {}Example (using the -L command line option):
_is_functions['Vector3'] = 'custom_is_vector3' -- checks for a 3d vector -- (either userdata, or a table with 3 values) _to_functions['Vector3'] = 'custom_to_vector3' -- convertes the eventual table to a Vector3 _base_push_functions['Widget'] = 'custom_push_widget' -- pushes anything that inherits from WidgetThe _base tables are used to lookup functions for types that are up in the inheritance chain.
Another 'interesting' function is extract_code, defined on basic.lua, which extracs the code from files included with $cfile and $hfile (by looking for tolua_begin/end and tolua_export).
Version 1.0.90 of tolua++ introduces 2 small API changes the might be incompatible with older versions on some cases:
TEMPLATE_BIND
TEMPLATE_BIND is deprecated. Use TOLUA_TEMPLATE_BIND instead. Also, when declaring a template, the TOLUA_TEMPLATE_BIND statement has to be the first thing inside the class declaration, otherwise it will be ignored. This fixes a possible problem with nested template declarations.
Retrieving Objects
When passing a full userdata to a function that accepts light userdata parameters (void*), the tolua++ library function tolua_touserdata will detect the full userdata and dereference the void** pointer if necesary. This is a change on the function's behaviour (which used to return the pointer as-is). This allows us to pass pointers to objects to a function that accepts void* pointers. Note that this was a problem when switching from toLua version 4 to version 5 (and tolua++ versions < 1.0.90).
Retrieving Objects
Users switching from tolua v4 should know that tolua++ stores the objects as void** on Lua, so when retrieving an object from the luastate using lua_touserdata, the pointer should be dereferenced. The library function tolua_tousertype should work as expected. Example:
lua_pushglobal(lua_state, "get_Object"); lua_call(lua_state, 0, 1); // calling a function that returns an Object Object *new_object = (Object*)(*lua_touserdata(lua_state, -1)); or Object *new_object = (Object*)tolua_tousertype(lua_state, -1, NULL);C++ Strings
tolua++ binds the c++ type std::string as a basic type, passing it to Lua as a regular string (using the method c_str()). This feature can be turned off with the command line option -S.
Operators
The list of supported operators has changed, see Binding classes and methods for more information.
Class destructors.
With every class constructor, tolua++ exports a 'local' constructor, to create an instance of the class that is owned by the lua state. To implement this, tolua++ will also export a function that will delete the class. There are 2 options to prevent this:
Using the -D command line option will turn this off completely. Destructor functions will only be exported when a destructor for the class is explicitly declared, or when there is a function or method that returns an object of the type by value (this is compatible with tolua's behaviour).
Using the TOLUA_PROTECTED_DESTRUCTOR directive inside the class declaration, to specify that the class has a private or protected destructor. In this case, no destructor will be exported for that class.
operator[] index
Users switching from tolua v5 should know that tolua 5 substracts 1 from the index on operator[] functions, for compatibility with lua's method for indexing arrays (1 is the first element). This feature is turned off by default on tolua++ (making it compatible with tolua 4). It can be turned back on with the command line option -1
C++ Strings
(see c++ strings on tolua 4 below)
While working at NGD Studios, Ariel Manzur made some changes to tolua4 for their
game engine. After the release of tolua5, having left NGD, enough changes were
made to tolua to justify a separate release (with Waldemar's blessing :-)