c – 在C中存储对Lua值的引用,如何才能完成?
发布时间:2020-12-16 07:31:58 所属栏目:百科 来源:网络整理
导读:例如,假设我有一个键处理接口,在C中定义为: class KeyBoardHandler { public: virtual onKeyPressed(const KeyEventArgs e); virtual onKeyReleased(const KeyEventArgs e);} 现在,我想将此扩展到Lua,以允许Lua利用并在脚本中注册KeyboardHandler. 到目前为
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例如,假设我有一个键处理接口,在C中定义为:
class KeyBoardHandler
{
public:
virtual onKeyPressed(const KeyEventArgs& e);
virtual onKeyReleased(const KeyEventArgs& e);
}
现在,我想将此扩展到Lua,以允许Lua利用并在脚本中注册KeyboardHandler. 到目前为止,这是原型. class ScriptKeyboardHandler : public KeyboardHandler
{
public:
... previous methods omitted
static void createFromScript(lua_State* L);
bool createCppData();
private:
ScriptKeyBoardHandler(lua_State* L);
int mSelf;
int mKeyPressFunc;
int mKeyReleaseFunc;
lua_State* mpLuaState;
}
现在,我知道实现将是这样的: ScriptKeyboardHandler::ScriptKeyboardHandler(lua_State* L) :
mpState(L)
{ }
ScriptKeyboardHandler::onKeyPressed(...) {
// check if mKeyPressFunc is a function
// call it,passing in mself,and the event args as params
}
// On Key Release omitted because being similar to the key pressed
ScriptKeyboardHandler::createFromScript(lua_State* L)
{
auto scriptKeyboardHandler = new ScriptKeyboardHandler(L);
if (scriptKeyboardHandler->createCppData())
{
// set the light user data and return a reference to ourself (mSelf)
}
}
ScriptKeyboardHandler::createCppData()
{
// get the constructor data (second param) and find the keyPressed and keyReleased function,store those for later usage
// any other data within the constructor data will apply to object
}
-- Syntax of the lua code
MyScriptHandler = { }
MyScriptHandler.__index = MyScriptHandler
MyScriptHandler.onKeyPress = function(self,args)
end
handler = createScriptHandler(handler,MyScriptHandler)
registerKeyHandler(handler)
我只是不知道如何在函数作为表中的参数传入时找到这些函数. 我这样做了吗?我希望我是,这是一个痛苦的屁股因为tolua不容易支持虚拟课程,而不是你可以从脚本中得到的. 我不担心其他功能,我怎么从我的C代码中找到这些变量(按键功能等) 解决方法
这大致是我对onKeyPressed的实现.
void ScriptKeyboardHandler::onKeyPressed()
{
//Get the table corresponding to this object from the C registry
lua_pushlightuserdata(mpLuaState,this);
lua_gettable(mpLuaState,LUA_REGISTRYINDEX);
//Now get the function to call from the object
lua_pushstring(mpLuaState,"onKeyPress");
lua_gettable(mpLuaState,-2);
//Now call the function
lua_pushvalue(mpLuaState,-2 ); // Duplicate the self table as first argument
//TODO: Add the other arguments
lua_pcall(mpLuaState,1,0 ); // TODO: You'll need some error checking here and change the 1 to represent the number of args.
lua_pop(mpLuaState,1); //Clean up the stack
}
但是,您还需要更新构造函数以将表示处理程序的lua对象存储到注册表中. (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
