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- Subject: Re: Lua state as a C++ class ...
- From: Daniel Silverstone <dsilvers@...>
- Date: Thu, 13 Jun 2002 10:20:32 +0100
On Thu, Jun 13, 2002 at 02:13:27AM -0700, Alex Bilyk wrote:
> Has anybody done this without making any changes to original LUA code? Not a
> big deal just wondering:)
If you're using the STL in your code, then you could add the following...
class cLuaState {
.....
public:
static cLuaState* GetStateFromLuaState( lua_State *L );
private:
static std::map< lua_State*, cLuaState* > myStateMap;
};
Then manage creating/deleting entries in myStateMap in your constructor and
desstructors, and write a body for GetStateFromLuaState such that you can
have something like:
int myLuaFunction( lua_State *L ) {
cLuaState* myStatePtr = cLuaState::GetStateFromLuaState( L );
.....
}
I know this is terse, but I've not played with the STL in a while, so I
can't easily rattle off the incantations for managing the map :)
D.
--
Daniel Silverstone http://www.digital-scurf.org/
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