Reputation: 171
I want to link a Lua table function to a C++ variable using LUAPlus. So far using what information I can find on the web, I've managed to call a table function using DoString("tableName:functionName")
, but I want to be able to call the function through a variable. I know its possible but I cant figure out what I'm doing wrong.
In the code I've added, pLuaState->DoString("table1:prints()")
works fine and prints everything as needed.
When I try to get the function and call it using the func variable, my program crashes with
error message
Assertion failed: 0, file .../luafunciton.h, line 41
If I remove all the prints in the prints() function in Lua except "print("in prints")", everything works fine. Based on this I assume that GetByName("functionName")
returns a function that doesn't contain a reference to its parent table. And this is where I get stuck.
main.cpp
pLuaState = LuaPlus::LuaState::Create(true);
pLuaState->DoFile("test.lua");
LuaObject globals = pLuaState->GetGlobals();
LuaObject metaTableObj = pLuaState->GetGlobals().Lookup("RandomMove");
if (metaTableObj.IsNil())
{
metaTableObj = pLuaState->GetGlobals().CreateTable("RandomMove");
}
metaTableObj.SetObject("__index", metaTableObj);
metaTableObj.RegisterObjectDirect("GetX", (TestLua*)0, &TestLua::GetX);
metaTableObj.RegisterObjectDirect("SetX", (TestLua*)0, &TestLua::SetX);
TestLua obj1(6);
LuaObject table1Obj = pLuaState->GetGlobals().CreateTable("table1");
table1Obj.SetLightUserData("__object", &obj1);
table1Obj.SetObject("__index", metaTableObj);
table1Obj.SetMetaTable(metaTableObj);
pLuaState->DoString("table1:prints()");
auto prints = table1Obj.GetByName("prints");
if (!prints.IsFunction())
cout << "nil function" << endl;
else
{
LuaPlus::LuaFunction<void> func(prints);
func();
}
test.lua
print("test.lua")
RandomMove =
{
_thing = 1
}
function RandomMove:SetThing()
print("I am "..tostring(self.__object))
end
function RandomMove:prints()
print("in prints")
print("__object is: " .. tostring(self.__object))
print("_thing is: ".. tostring(self._thing))
print(self:GetX())
end
Any help would be appreciated.
Upvotes: 1
Views: 348
Reputation: 81052
You are correct. Functions do not know anything about their "parents" or their "objects" or anything. That's why the :
calling syntax exists. The call table1:prints()
is identical to table1.prints(table1)
(only lua ensures that table1
is evaluated only once.
So if you grab the function from the table/etc. directly when you call it directly you need to ensure that you pass the correct table/etc. as the first argument (before any other arguments the function expects).
Upvotes: 2