Hi Shea
On Thu, 1 Feb 2007, Shea Martin wrote:
int l_creat_player( lua_State* vm )
{
lua_newtable( vm );
int address = (int)&gSomePlayer;
lua_pushstring( vm, "id" );
lua_pushinteger( vm, address );
lua_settable( vm, -3 );
//Now I would like to add a function to this:
lua_pushstring( vm, "get_mojo" );
lua_pushcclosure( vm, l_player_get_mojo, 0 );
lua_settable( vm, -3 );
return 1;
}
I register the function as get_player;
My l_player_get_mojo() is like this:
int l_player_get_mojo( lua_State* vm )
{
lua_getfield( vm, -1, "id" );
int address = lua_tointeger( vm, -1 );
Player* p = (Player*)address ;
lua_pushnumber( vm, p->GetMojo() );
return true;
}
My script is:
player = get_player()
print( "mojo is " .. player.get_mojo() )
The code dies on getting the "id" field, as the stack does not seem to
have the table on the top of the stack.
I think my problem is how I add the "member function" to the player table.
Don't you have to call the function with the argument?
Something like: player:get_mojo() ? I think it should be better
to check for the argument. For that, see the luaL_check* functions.
Or better, you should consider using a full userdata instead of a
table. You could set its metatable to store the function and use
the __index to retrieve it. Take a look at Roberto's book!
Regards,
Tomás