從lua調(diào)用C++函數(shù)和對(duì)象
利用LuaPlus可以方便的從C++中調(diào)用lua腳本,翻過(guò)也一樣。通過(guò)注冊(cè)函數(shù)或類(lèi)對(duì)象,lua便可以訪(fǎng)問(wèn)C++。
一、C風(fēng)格函數(shù)注冊(cè)
Lua提供了C風(fēng)格的回調(diào)函數(shù)注冊(cè),該函數(shù)原型如下:
int Callback(LuaState* state);
無(wú)論是全局函數(shù)、類(lèi)非虛函數(shù)、類(lèi)虛函數(shù),只要符合上面的原型,都可以向Lua注冊(cè)。我們以全局函數(shù)為例,下面是我們提供的一個(gè)回調(diào)函數(shù)CStyleAddFunc:
int CStyleAddFunc(LuaState * state)
{ LuaStack args(state);
if( args[1].IsNumber() && args[2].IsNumber() )
{ state->PushNumber(args[1].GetInteger() + args[2].GetInteger());
return 1;
}
return 0;
}
在回調(diào)函數(shù)中,我們通過(guò)棧來(lái)訪(fǎng)問(wèn)參數(shù),棧中可以存貯多個(gè)參數(shù),LuaStack args(state);語(yǔ)句獲取棧對(duì)象供后續(xù)訪(fǎng)問(wèn)。 接下來(lái)判斷參數(shù)是否是數(shù)字,如果兩個(gè)參數(shù)都是數(shù)字,那么進(jìn)行加操作,將結(jié)果壓入棧中,將壓入棧中的數(shù)據(jù)的個(gè)數(shù)返回。注意,返回值代表壓入棧中的元素的個(gè)數(shù),而不是某種計(jì)算結(jié)果或其它意義的返回值。通過(guò)改變返回值來(lái)查看程序的輸出,這樣可以對(duì)返回值的含義有個(gè)感性的了解。 要注冊(cè)回到只需調(diào)用Register函數(shù)即可,這在第一篇中已經(jīng)用到。下面是測(cè)試函數(shù):
void TestCFunctionCallBack()
{
LuaStateOwner state; //"print" need this
state->OpenLibs(); //register my function CStyleAddFunc to Add
state->GetGlobals().Register("Add", CStyleAddFunc); //call my function and print the result
state->DoString("ret = Add(1,5);print(ret)");
}
state->DoString("ret = Add(1,5); print(ret)");該句用來(lái)從執(zhí)行Lua命令串。我們先調(diào)用Add并將結(jié)果賦值給ret變量,然后打印ret的值。 main函數(shù)如下:
int _tmain(int argc, _TCHAR* argv[])
{
TestCFunctionCallBack();
return 0;
}
編譯運(yùn)行,一切OK。 我們也可以從Lua腳本文件中調(diào)用注冊(cè)的回調(diào)函數(shù),第一篇中有演示。 要注冊(cè)類(lèi)的成員函數(shù),則需要調(diào)用Register的另一種形式Register( const char* funcName, const Callee& callee, int (Callee::*func)(LuaState*), int nupvalues = 0 );,提供類(lèi)實(shí)例指針和函數(shù)即可完成注冊(cè)。下面是示例代碼:
class CTestCallBack
{
public:
int NonVirtualFunc(LuaState *state)
{
LuaStack args(state);
printf("In non-virtual member function. no msg. ");
return 0;
}
int virtual VirtualFunc(LuaState *state)
{
LuaStack args(state);
printf("In virtual member function.msg=%s ", args[1].GetString());
return 0;
}
};
void TestClassMemberFuncReg()
{
LuaStateOwner state; //"print" need this
state->OpenLibs();
LuaObject globalobj = state->GetGlobals();
CTestCallBack tcb;
globalobj.Register("MemberFunc", tcb, &CTestCallBack::NonVirtualFunc);
state->DoString("MemberFunc()");
globalobj.Register("VirMemberFunc", tcb, &CTestCallBack::VirtualFunc);
state->DoString("VirMemberFunc('Hi,myboy')");
}
修改一下main函數(shù),將TestClassMemberFuncReg()加進(jìn)去就可以看效果了。
二、任意形式C++函數(shù)注冊(cè)
LuaPlus提供了 RegisterDirect() 來(lái)直接注冊(cè)任意形式的函數(shù),這樣更為直接,不必受限于上述的函數(shù)原型,使用起來(lái)很方便。同樣此函數(shù)像Register一樣,可以注冊(cè)類(lèi)的成員函數(shù)(也需要顯示指定this指針)。下面是代碼:
float Add(float num1, float num2)
{
return num1 + num2;
}
class CForRegDirect
{
public:
int Sum(int a, int b, int c)
{
return a+b+c;
} //const is necessary
virtual void SeeMessage(const char *msg)
{
printf("msg=%s ", msg);
}
};
void TestRegisterDirect()
{
LuaStateOwner state;
state->OpenLibs();
LuaObject gobj = state->GetGlobals(); //register global function directly
gobj.RegisterDirect("Add", Add);
state->DoString("print(Add(1.5, 2.3))"); //register memberfunction
CForRegDirect forobj;
gobj.RegisterDirect("MemberSum", forobj, CForRegDirect::Sum);
state->DoString("print(MemberSum(1,2,7))");
gobj.RegisterDirect("VirCMsg", forobj, CForRegDirect::SeeMessage);
state->DoString("print(VirCMsg('haha,Do you see me?'))");
}
三、注冊(cè)函子對(duì)象
上面兩節(jié)的方式可以實(shí)現(xiàn)簡(jiǎn)單的回調(diào)注冊(cè),注冊(cè)類(lèi)的成員函數(shù)時(shí)需要顯式提供類(lèi)指針,不適合用于映射C++中的類(lèi)結(jié)構(gòu)。 RegisterObjectFunctor()和元表(metatable)結(jié)合,提供了一種新的方法。我們不需要在注冊(cè)函數(shù)時(shí)顯式的提供this指針,作為替代,this指針可以從調(diào)用者的userdata或__object成員獲取。 元表(metatable)是一個(gè)普通的表對(duì)象,它定義了一些可以被重寫(xiě)的操作,如add,sub,mul,index,call等,這些操作以"__"開(kāi)頭,如__add,__index等。加入你重寫(xiě)了__add,那么在執(zhí)行add操作時(shí)就會(huì)調(diào)用你自己定義的__add操作。這種特性可以用來(lái)模擬C++中的類(lèi)對(duì)象,注冊(cè)函子對(duì)象正是利用了這種特性來(lái)實(shí)現(xiàn)的。 下面我們將一個(gè)C++類(lèi)映射到Lua中。類(lèi)代碼如下:
class CMultiObject
{
public:
CMultiObject(int num) :m_num(num)
{ }
int Print(LuaState* state)
{
printf("%d ", m_num);
return 0;
}
protected:
int m_num;
};
void TestRegObjectDispatchFunctor()
{
LuaStateOwner state;
state->OpenLibs(); //create metaTable
LuaObject metaTableObj = state->GetGlobals().CreateTable("MultiObjectMetaTable");
metaTableObj.SetObject("__index", metaTableObj); //register functor for multiobject
metaTableObj.RegisterObjectFunctor("Print", CMultiObject::Print); //get a instances of CMultiObject
CMultiObject obj1(10); //"clone" a object in lua, the lua object(here is table) has obj1's data
LuaObject obj1Obj = state->BoxPointer(&obj1); //set lua object's metatable to MetaTableObj
obj1Obj.SetMetaTable(metaTableObj); //put lua object to Global scope, thus it can be accessed later.
state->GetGlobals().SetObject("obj1", obj1Obj);
CMultiObject obj2(20);
LuaObject obj2Obj = state->BoxPointer(&obj2);
obj2Obj.SetMetaTable(metaTableObj);
state->GetGlobals().SetObject("obj2", obj2Obj); //now call Print and Print2
state->DoString("obj1:Print();");
state->DoString("obj2:Print();");
}
首先我們需要生成一個(gè)元表(metatable),將C++類(lèi)的成員函數(shù)注冊(cè)到該元表中。然后依據(jù)CMultiObject的實(shí)例生成lua中與其對(duì)應(yīng)的對(duì)象(也是表),將該對(duì)象的metatable(也即該表的__object成員)設(shè)置為之前產(chǎn)生的元表。最后將新生成的lua對(duì)象放置到全局作用域中,這樣后面就可以直接引用這些對(duì)象。 我們可以做這樣的近似理解:每個(gè)實(shí)例的數(shù)據(jù)元素存放在與已對(duì)應(yīng)的lua table中,而類(lèi)的成員函數(shù)則存放在metatable中(函子對(duì)象)。當(dāng)調(diào)用obj1obj:Print()時(shí),會(huì)先找到其metatable,然后在metatable中找Print()函數(shù)。 這樣便實(shí)現(xiàn)了類(lèi)似C++中的類(lèi)結(jié)構(gòu)。每個(gè)實(shí)例有自己的數(shù)據(jù),而所有實(shí)例共享一份方法列表。 另外一種方式是利用表的userdata來(lái)實(shí)現(xiàn),需要先創(chuàng)建一個(gè)lua表對(duì)象,然后將C++對(duì)象obj1設(shè)置為該表的userdata(也是設(shè)置其__object成員),再將該表對(duì)象的metatable設(shè)置為我們之前創(chuàng)建的元表。最后就可以用表明來(lái)調(diào)用Print函數(shù)。代碼如下:
LuaObject table1Obj = state->GetGlobals().CreateTable("table1");
table1Obj.SetLightUserData("__object", &obj1);
table1Obj.SetMetaTable(metaTableObj);
LuaObject table2Obj = state->GetGlobals().CreateTable("table2");
table2Obj.SetLightUserData("__object", &obj2);
table2Obj.SetMetaTable(metaTableObj);
state->DoString("table1:Print()");
state->DoString("table2:Print()");
注冊(cè)函子對(duì)象(RegisterObjectFunctor)這種方式的限制在于:要注冊(cè)的函數(shù)必須符合原型(int Callback(LuaState* state);)。為了打破這種限制,LuaPlus提供了另外一種方式。
四、直接注冊(cè)函子對(duì)象
直接注冊(cè)函子對(duì)象(RegisterObjectDirect)和RegisterDirect類(lèi)似,不考慮函數(shù)原型,可以直接向元表注冊(cè)任意形式的函數(shù)。 為CMultiObject添加新的成員函數(shù):
void Print2(int num)
{
printf("%d %d\n", m_num, num);
}
調(diào)用RegisterObjectDirect方法:
metaTableObj.RegisterObjectDirect("Print2", (CMultiObject*)0, &CMultiObject::Print2);
第二個(gè)參數(shù)(CMultiObject*)0有點(diǎn)奇怪,這是模板參數(shù)的需要。
最后:
state->DoString("obj1:Print2(5)");
state->DoString("obj2:Print2(15)");
state->DoString("table1:Print2(5)");
state->DoString("table2:Print2(15)");
五、注銷(xiāo)回調(diào)
注銷(xiāo)回調(diào)是件簡(jiǎn)單的事情,調(diào)用SetNil("yourCallBack")即可,如:
gobj.SetNil("Add");
metaTableObj.SetNil("Print2");
好了,迄今為止最長(zhǎng)的一篇,看著像是LuaPlus文檔的翻譯(?),不過(guò)還是加入了一些自己的理解。文檔我看了下,琢磨了半天才明白。希望能快點(diǎn)將LuaPlus用起來(lái)。
資料: (1)Lua5.1參考手冊(cè) (2)Lua入門(mén)wiki (3)LuaPlus.html,源碼包中帶的。
轉(zhuǎn)載自http://hi.baidu.com/li9chuan/blog/item/e65e1d6dc0bd79f642169461.html
參考:http://gpwiki.org/index.php/Scripting_with_LuaPlus_and_Cpp 簡(jiǎn)單的LUA腳本編寫(xiě)
http://wwhiz.com/LuaPlus/LuaPlus.html
http://www.shnenglu.com/iwangchuchu/default.html?page=2
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引擎中的簡(jiǎn)單應(yīng)用:
void CAICharacterCore::LoadLuaScript( const char* LuaFileName )


{


try

{
//LuaScript->GetGlobals().RegisterDirect( "Thinking", *this, &CAICharacterCore::Thinking );


/**///////////////////////////////////////////////////////////////////////////

LuaObject metaTableObj = m_LuaScript->GetGlobals().CreateTable("MultiObjectMetaTable");
metaTableObj.SetObject("__index", metaTableObj);
//metaTableObj.RegisterObjectFunctor( "ClearMoveStep", &CAICharacterCore::ClearMoveStep );
//metaTableObj.RegisterObjectFunctor( "RestoreHPInstant", &CAICharacterCore::RestoreHPInstant );
//metaTableObj.RegisterObjectDirect( "SetSayTimeInterval", (CAICharacterCore*)0, &CAICharacterCore::SetSayTimeInterval );


metaTableObj.RegisterObjectDirect( "LoseHPInstant", (CAICharacterCore*)0, &CAICharacterCore::LoseHPInstant );
metaTableObj.RegisterObjectDirect( "LoseMPInstant", (CAICharacterCore*)0, &CAICharacterCore::LoseMPInstant );
metaTableObj.RegisterObjectDirect( "RestoreHPInstant", (CAICharacterCore*)0, &CAICharacterCore::RestoreHPInstant );
metaTableObj.RegisterObjectDirect( "RestoreMPInstant", (CAICharacterCore*)0, &CAICharacterCore::RestoreMPInstant );
metaTableObj.RegisterObjectDirect( "GetHP", (CAICharacterCore*)0, &CAICharacterCore::GetHP );
metaTableObj.RegisterObjectDirect( "GetMP", (CAICharacterCore*)0, &CAICharacterCore::GetMP );
metaTableObj.RegisterObjectDirect( "GetHPMax", (CAICharacterCore*)0, &CAICharacterCore::GetHPMax );
metaTableObj.RegisterObjectDirect( "GetMPMax", (CAICharacterCore*)0, &CAICharacterCore::GetMPMax );
metaTableObj.RegisterObjectDirect( "UseSkill", (CAICharacterCore*)0, &CAICharacterCore::UseSkill );
metaTableObj.RegisterObjectDirect( "Say", (CAICharacterCore*)0, &CAICharacterCore::Say );
metaTableObj.RegisterObjectDirect( "SayAdvance", (CAICharacterCore*)0, &CAICharacterCore::SayAdvance );
metaTableObj.RegisterObjectDirect( "GetRand", (CAICharacterCore*)0, &CAICharacterCore::GetRand );
metaTableObj.RegisterObjectDirect( "GetLevel", (CAICharacterCore*)0, &CAICharacterCore::GetLevel );
metaTableObj.RegisterObjectDirect( "DropItemRand", (CAICharacterCore*)0, &CAICharacterCore::DropItemRand );
metaTableObj.RegisterObjectDirect( "AddTimer", (CAICharacterCore*)0, &CAICharacterCore::AddTimer );
metaTableObj.RegisterObjectDirect( "GetTimer", (CAICharacterCore*)0, &CAICharacterCore::GetTimer );
metaTableObj.RegisterObjectDirect( "GetTargetHP", (CAICharacterCore*)0, &CAICharacterCore::GetTargetHP );
metaTableObj.RegisterObjectDirect( "GetTargetMP", (CAICharacterCore*)0, &CAICharacterCore::GetTargetMP );
metaTableObj.RegisterObjectDirect( "GetTargetHPMax", (CAICharacterCore*)0, &CAICharacterCore::GetTargetHPMax );
metaTableObj.RegisterObjectDirect( "GetTargetMPMax", (CAICharacterCore*)0, &CAICharacterCore::GetTargetMPMax );
metaTableObj.RegisterObjectDirect( "GetTargetLevel", (CAICharacterCore*)0, &CAICharacterCore::GetTargetLevel );
metaTableObj.RegisterObjectDirect( "GetTargetEnmity", (CAICharacterCore*)0, &CAICharacterCore::GetTargetEnmity );
metaTableObj.RegisterObjectDirect( "SetTargetEnmity", (CAICharacterCore*)0, &CAICharacterCore::SetTargetEnmity );
metaTableObj.RegisterObjectDirect( "GetTargetDistance", (CAICharacterCore*)0, &CAICharacterCore::GetTargetDistance );
metaTableObj.RegisterObjectDirect( "SetArray", (CAICharacterCore*)0, &CAICharacterCore::SetArray );
metaTableObj.RegisterObjectDirect( "GetArray", (CAICharacterCore*)0, &CAICharacterCore::GetArray );
metaTableObj.RegisterObjectDirect( "SetBoolArray", (CAICharacterCore*)0, &CAICharacterCore::SetBoolArray );
metaTableObj.RegisterObjectDirect( "GetBoolArray", (CAICharacterCore*)0, &CAICharacterCore::GetBoolArray );


metaTableObj.RegisterObjectDirect( "SelfMurder", (CAICharacterCore*)0, &CAICharacterCore::SelfMurder );

//metaTableObj.RegisterObjectDirect( "GetTargetName", (CAICharacterCore*)0, &CAICharacterCore::GetTargetName );

LuaObject CAICharacterCoreObj = m_LuaScript->BoxPointer(this);

CAICharacterCoreObj.SetMetaTable(metaTableObj);

m_LuaScript->GetGlobals().SetObject( "AI", CAICharacterCoreObj );

if( !m_LuaScript->LoadFile( LuaFileName ) )

{
m_bLuaScriptLoaded = true;
m_LuaScript->Call( 0, 0 );
}

//LuaStateOwner LuaScript;
//LuaScript->LoadFile( "D:/ArenWorkstation/XSanguoRun/Server/Script/AI/test.lua" );
//LuaObject luaFun = LuaScript->GetGlobal( "Event_OnInit" );

//if( luaFun.IsFunction() )
//{
// int y = 0;
//}

//m_LuaScript->DoString("print(obj1:ClearMoveStep())");
//LuaScript->LoadFile( "D:/ArenWorkstation/XSanguoRun/Server/test.lua" );
}
catch (LuaPlus::LuaException &e)

{

char szErr[1024] =
{0};
_snprintf(szErr, sizeof(szErr)-1, "怪物 %s AI腳本載入錯(cuò)誤: %s", m_data.szCharacterName, e.GetErrorMessage());
GetErrorLog()->logString(szErr);
m_bLuaScriptLoaded = false;
}

}

posted on 2010-09-06 18:18
風(fēng)輕云淡 閱讀(2773)
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