Reputation: 13
I'm trying to add functionality in my program where I pass a C++ struct into Lua function let it play with it and then set it back to C++ program.
Lua function:
function test( arg )
arg.var1 = arg.var1 * 2
arg.var2 = 1
end
C++ function:
struct MyStruct
{
int var1;
int var2;
};
MyStruct arg;
arg.var1 = 2;
arg.var2 = 2;
lua_getglobal( L, "test" );
lua_newtable( L );
lua_pushstring( L, "var1" );
lua_pushinteger( L, arg.var1 );
lua_settable( L, -3 );
lua_pushstring( L, "var2" );
lua_pushinteger( L, arg.var2 );
lua_settable( L, -3 );
lua_pcall( L, 1, 0, 0 );
// now i want somehow to grab back the modified table i pushed to c++ function as arg
arg.var1 = lua_*
arg.var2 = lua_*
so that I end up with this:
arg.var1 == 4
arg.var2 == 1
But I have no idea how I could do this, is it possible?
Upvotes: 0
Views: 931
Reputation: 72312
I see two ways:
Make test
return arg
. In this case, use lua_pcall( L, 1, 0, 1 )
.
Duplicate arg
on the stack before calling test
by adding these lines before lua_pcall
:
--
lua_pushvalue( L, -1 );
lua_insert( L, -3 );
Either way, after test
returns, you can get its fields with lua_getfield
.
lua_getfield(L,-1,"var1")); arg.var1 = lua_tointeger(L,-1);
lua_getfield(L,-2,"var2")); arg.var2 = lua_tointeger(L,-1);
Upvotes: 1