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
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! |