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- Subject: Lua oop?
- From: Ando Sonenblick <ando@...>
- Date: Sat, 26 Jul 2003 14:37:58 -0700
Title: Lua oop?
Gang,
I’m developing an animation engine that will have user level scripting implemented in lua (I’ll be embedding lua into my c++ app). I’m perusing tons of websites, reading up on the lua.org documentation and so on to learn lua, how to embed it, extend it, etc..
One thing I am not finding any real info on is any object oriented programming aspects of lua. As of now, I’m not needing inheritance, encapsulation, etc. Well, instead of saying what I don’t need, why don’t I simply say what I do need, and hopefully someone can tell me if it’ll be possible:
In my C++ code I have, say, a widget class:
class Widget
{
long aValue;
public:
void SetValue(long v) { aValue = v; };
long GetValue(void) { return aValue; };
};
Now, I want to make this object available for manipulation in a lua script. So say the script is something like this:
function main(widget) -- I need first to be able to pass things to a function (but I believe that the stack calls allow this easily enuf)
widget:SetValue(10); -- important to get the “:” operator to bind an object reference to a method
print(widget:GetValue()); -- displays 10
end
So, that’s my initial prime objective: having lua access my C/C++ objects in a clean OOP syntactic way. I’ve seen some things like tolua and other C++ wrappers, but I’m looking for info on how they do what they do, not just getting a tool to do it.
So, can anyone give me some pointers here?
Thanks much,
Ando
-----------------
SpriTec Software
www.spritec.com