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- <h1 id="wrapping">Wrapping</h1>
- <p>Luwra provides a simple way to generate Lua <a href="http://www.lua.org/manual/5.3/manual.html#lua_CFunction">C functions</a> from functions and class
- members like methods and accessors using the <code>LUWRA_WRAP</code> macro. These kind of C functions are
- useful, because they work just like regular Lua functions within the Lua virtual machine.
- Registering these functions is the most straightforward way of providing the functionality of your
- application to Lua.</p>
- <h2 id="functions">Functions</h2>
- <p>When wrapping functions, one must consider that all parameter types must be read from the
- stack and the return type must be pushed onto the stack.</p>
- <h3 id="example">Example</h3>
- <p>Lets assume you want to make the following function available in Lua.</p>
- <pre><code class="c++">int my_function(const char* a, int b) {
- return /* magic */;
- }
- </code></pre>
- <p>First, you must generate a Lua <a href="http://www.lua.org/manual/5.3/manual.html#lua_CFunction">C function</a>. One utilizes the <code>LUWRA_WRAP</code> macro for
- this.</p>
- <pre><code class="c++">lua_CFunction cfun = LUWRA_WRAP(my_function);
- </code></pre>
- <p><strong>Note:</strong> Do not provide the address of your function (e.g. <code>&my_function</code>) to any wrapping macro.
- The macro will take care of this itself. You must provide only the name of the function.</p>
- <p>Once you have the C function, you can register it in the global namespace.</p>
- <pre><code class="c++">luwra::setGlobal(lua, "my_function", cfun);
- </code></pre>
- <p>Invoking the function in Lua is fairly straightforward.</p>
- <pre><code class="lua">print(my_function("Hello World", 1337))
- </code></pre>
- <h3 id="performance">Performance</h3>
- <p><a href="http://www.lua.org/manual/5.3/manual.html#lua_CFunction">C functions</a> are dynamically created at compile-time. All of the functions involved
- in wrapping are marked as <code>inline</code>, which means modern compilers produce wrapper functions with zero
- overhead, when optimization is turned on.</p>
- <p>For the example above, the resulting code would look similiar to the following.</p>
- <pre><code class="c++">static int cfun(lua_State* state) {
- lua_pushinteger(
- state,
- my_function(
- luaL_checkstring(state, 1),
- luaL_checkinteger(state, 1)
- )
- );
- return 1;
- }
- </code></pre>
- <h2 id="class-members">Class members</h2>
- <p>Although a little trickier, it is also possible to turn C++ field accessors and methods into Lua
- <a href="http://www.lua.org/manual/5.3/manual.html#lua_CFunction">C functions</a>. The resulting Lua functions expect the first (or <code>self</code>) parameter to
- be an instance of the type which the wrapped field or method belongs to.</p>
- <p><strong>Note:</strong> Before you wrap fields and methods manually, you might want to take a look at the
- <a href="../user-types/">User Types</a> section.</p>
- <h3 id="example_1">Example</h3>
- <p>This example will operate on the following structure.</p>
- <pre><code class="c++">struct Point {
- double x, y;
- // ...
- void scale(double f) {
- x *= f;
- y *= f;
- }
- };
- </code></pre>
- <p>Wrapping field accessors and methods works identical to wrapping functions.</p>
- <pre><code class="c++">lua_CFunction cfun_x = LUWRA_WRAP(Point::x),
- cfun_y = LUWRA_WRAP(Point::y),
- cfun_scale = LUWRA_WRAP(Point::scale);
- // Register in global namespace
- luwra::setGlobal(lua, "x", cfun_x);
- luwra::setGlobal(lua, "y", cfun_y);
- luwra::setGlobal(lua, "scale", cfun_scale);
- </code></pre>
- <p>Usage in Lua is analogous to function usage.</p>
- <pre><code class="lua">-- Instantiate 'Point' here, have a look at the User Types section to find out how to do this
- local my_point = ...
- -- Access 'x' and 'y' field
- print(x(my_point), y(my_point))
- -- Set 'x' and 'y' field
- x(my_point, 13.37)
- y(my_point, 73.31)
- -- Invoke 'scale' method
- scale(my_point, 2)
- </code></pre>
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