I've been reading about Lua/C++ and I had a question about design I was hoping I could get some help on.
What I want:
I want so my class in C++ (Created and Destroyed by C++) to be able to call a Lua function using itself as a parameter.
Eg.
object.h
class Object
{
public:
Object(const std::string & onLoad, const std::string & onEvent);
~Object();
void OnLoad();
void RegisterEvent(const std::string & eventID);
void OnEvent(const std::string & eventID);
void SetValue(int value);
private:
int m_value;
std::string m_onLoad;
std::string m_onEvent;
};
object.cpp
Object::Object(const std::string & onLoad, const std::string & onEvent)
: m_value(0)
, m_onLoad(onLoad)
, m_onEvent(onEvent)
{
}
Object::~Object()
{
GAME->GetEventManager()->UnregisterListener(this);
}
void Object::OnLoad()
{
//
// call lua function [name store in: m_onLoad]
// eg. m_onLoad = Object_OnLoad
// in lua ->
// function Object_OnLoad(object)
//
}
void Object::RegisterEvent(const std::string & eventID)
{
GAME->GetEventManager()->RegisterEvent(this, eventID);
}
void Object::OnEvent()
{
//
// call lua function [name store in: m_onEvent]
// eg. m_onEvent = Object_OnEvent
// in lua ->
// function Object_OnEvent(object, eventID)
//
}
void Object::SetValue(int value)
{
m_value = value;
}
script.lua
function Object_OnLoad(object)
object:RegisterEvent("EVENT_CURRENT_HEALTH_CHANGED")
end
function Object_OnEvent(object, eventID)
if (eventID == "EVENT_CURRENT_HEALTH_CHANGED")
object:SetValue(GetCurrentHealth());
end
test.cpp
Object *pTest = new Object("Object_OnLoad", "Object_OnEvent");
pTest->OnLoad();
GAME->GetEventManager()->TriggerEvent(CEvent("EVENT_CURRENT_HEALTH_CHANGED"));
delete pTest;
After Some reading:
From what I've read this is no direct way to assign C++ class instance functions. Non-member functions are needed. Tables are used to track functions.
My Questions:
- What do I push as an argument when calling the Lua functions (Object_OnEvent(object, eventID) etc...) Is it a pointer to the object
- How does Lua know the object design
- Do I need a table per object or instance
- Do I need to duplicate all the functions I intend to use in Lua again as normal functions grabbing a the ptr to call it from
As a final and possible single question:
- Is there any place I could get more information on what I'm trying to achieve described above.
I'm probably just going to go back to step one and try and absorb this information again. I still wan't to make my post tho. I'll post back myself if I set it up.