Thanks for the replies, the tricky bit I am stuck on is illustrated with these 2 lines from the quoted example
// and the registry to store the Lua object (this time a Lua table).
In my example when the instance of the userdata was created I kept a copy of the pointer to the userdata instance on the C side. So instead of the above example where it gets the object ptr from the registry and pushes it onto the stack I was thinking I just push my stashed ptr with something like a pushUserdata() API function.
Only snag with my idea is no such function exists :( So how do I get my instance ptr back on the stack so that I can see if it has got an associated action function defined in the Lua code ?
Thanks for any further tips. For info, I am using Lua 5.1
Date: Wed, 13 Nov 2013 21:32:10 +0800
Subject: Re: Another userdata question
于 2013-11-13 4:48, Geoff Smith 写道:
I am really hoping someone could help me with this
question please as I am totally stuck on it for now.
I am trying to implement a userdata via the C API, to give me
this type of functionality
btn1 = graphics.newButton(x,y,width,ht, "pressMe")
That's OK I think I have got that figured out and largely
working, but the next thing I want to do is call a user defined
Lua action function on the button instance. For example
print("ouch someone just poked btn1")
How can I call that Lua button instance function from C when I
have detected the key is pressed ?
I have done something vaguely similar in the past when I have
created a custom timer on the Lua side, but the difference was I
had a timer create function in Lua such as
myNewTimer = createTimer( period, luaFunctionCallback)
So I was passed the callback function into the C code which
meant I could stash it away in the registry and then when the
timer elapsed on the C side, I did this
// push function indexed by registryRef from the registry back
onto the stack
// the lua callback function in this case
lua_rawgeti(local_L, LUA_REGISTRYINDEX, registryRef);
/* the first function argument is the timerID */
/* call the function with 1 argument, return 0 result */
pcallResult = lua_pcall(local_L,1,0,0); // pops 2 params from
I am guessing the solution is somewhat similar but cant figure
Many thanks for any assistance
You are right. The solution is similar.
In your Timer example, you retrieved the callback Lua function which
was passed to the C side
when the timer was created. While in your button press example, you
should retrieve the button
object first, then call the specified method on that object.
Thus said, I assumed you had used some method (e.g.
GetWindowLongPtr) to associate the
button object (from Lua) with the *native* button object of the
underlying GUI system.
Following is an imaginary example to illustrate this idea to bind
Lua to Win32 message system.
Just as an illustration, can't claim the correctness.
[inside the window procedure of the button]
// first retrive the associated object of the Lua side.
// the following is just an demo method using GWLP_USERDATA to
// and the registry to store the Lua object (this time a Lua
lua_State * L = GetWindowLongPtr(hwnd, GWLP_USERDATA);
lua_rawgetp(L, LUA_REGISTRYINDEX, (void*)hwnd);