Reputation: 763
---Context---
I want to have a class called "fileProcessor". This class is completely static and merely serves as a convinient namespace (within my normal library namespace) for some global function. This is a basic blueprint of the class with only the relevant stuff
class fileProcessor{
private:
lua_State* LUA_state;
public:
static std::variant<type1,type2> processFile(const char* filePath,const char* processorScript);
}
Please note again that I ommitted most of the stuff from the class so if anything seems odd ignore it.
What process file is supposed to do is:
I am having problems with step 4 and one vital part of the scripting.
---Question---
How can I make the creation of a full new object of type1 or type2 possible within lua, write to it from within lua and then get it back from the lua stack into c++ and still know if its type1 or type2?
---No example provided since this question is more general and the only reason I provided my class is for context.---
Upvotes: 2
Views: 1644
Reputation: 766
It seems like you are trying to do it the other way around. I quote a part of this answer:
...you are expecting Lua to be the primary language, and C++ to be the client. The problem is, that the Lua C interface is not designed to work like that, Lua is meant to be the client, and all the hard work is meant to be written in C so that Lua can call it effortlessly.
If you are convinced there is no other way that doing it other way around you can follow the workaround that answer has given. Otherwise I think you can achieve what you need by using LUA as it meant to be.
LUA has 8 basic types (nil, boolean, number, string, userdata, function, thread, and table). But you can add new types as you require by creating a class as the new type in native C++ and registering it with LUA.
You can register by either:
luna.h
(as shown in this tutorial).Class object instance is created in your native C++ code and passed to LUA. LUA then makes use of the methods given by the class interface.
Upvotes: 2