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This is going to depend upon where you are storing those "action" methods.

Generally you'll need a table on the stack somewhere, then call lua_getfield with the name of the key and the stack index of the table.

If will work with a userdata if your userdata has an __index metamethod.

But again it will all depend on how you are storing this auxiliary data.

In my case, I store it in a globally available table (using a C API reference) indexed by the light userdata (the C pointer) with a table as value (containing the fields of auxiliary data). So I would be looking up that table by C pointer (light userdata) and using that when I lua_getfield.

On Wed, Nov 13, 2013 at 8:55 PM, Geoff Smith <> wrote:
damn I am more confused on this than I thought I was :(
I have progressed maybe from the last post in that I have pushed my userdata instance ptr onto the stack (I used pushlightuserdata to get the fulluserdata address onto the stack)
but then the next line from the example is

 // then call the "action" method on the button object
 lua_getfield(L, -1, "action");

This only makes sense if the last thing we pushed onto the stack was a table. In my example I have just pushed a userdata address, clearly not the same thing. So what the heck was that table its looking up "action" from ?
I am obviously misunderstanding something here. I wish this was better documented in the official Lua docs
Thanks again 

Subject: RE: Another userdata question
Date: Thu, 14 Nov 2013 01:24:36 +0000

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).
    lua_State * L = GetWindowLongPtr(hwnd, GWLP_USERDATA);
    lua_rawgetp(L, LUA_REGISTRYINDEX, (void*)hwnd);

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 ?
Maybe I should stash it in and retrieve it from the Registry anyway ?
Thanks for any further tips. For info, I am using Lua 5.1
Regards Geoff

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")
btn1:setText("Different Text")
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
In Lua
function btn1:action(someArbitrayParamBackFromC)
     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 */
lua_pushinteger(local_L, myTimerID);
/* call the function with 1 argument, return 0 result */
pcallResult = lua_pcall(local_L,1,0,0);    // pops 2 params from stack

I am guessing the solution is somewhat similar but cant figure it out.
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 store L
    // and the registry to store the Lua object (this time a Lua table).
    lua_State * L = GetWindowLongPtr(hwnd, GWLP_USERDATA);
    lua_rawgetp(L, LUA_REGISTRYINDEX, (void*)hwnd);

    // then call the "action" method on the button object
    lua_getfield(L, -1, "action");

    // do some check
    if (!lua_isnil(L, -1)) {
        // push the self parameter
        lua_pushvalue(L, -2);
        lua_pcall(L, 1, 1, 0);
        // check the callback return value and do some processing
case WM_XXXX: