First, for helloworld
your code works:
/* file: hw.c
* on Debian/Ubuntu compile with:
* `gcc -I/usr/include/lua5.2 -fpic -shared -o hw.so hw.c`
*/
#include <lua.h>
#include <lauxlib.h>
struct SomethingWrapper {
void *object;
};
static int l_helloworld(lua_State *L) {
lua_pushliteral(L, "Hello World!");
return 1;
}
static luaL_Reg const some_funcs[] = {
{ "helloworld", l_helloworld },
{ NULL, NULL }
};
int push_Something(lua_State *L, void *object) {
struct SomethingWrapper *w = lua_newuserdata(L, sizeof(*w));
w->object = object;
luaL_setmetatable(L, "Something");
return 1;
}
int luaopen_hw(lua_State *L) {
luaL_newmetatable(L, "Something");
lua_pushvalue(L, -1);
lua_setfield(L, -2, "__index");
luaL_setfuncs(L, some_funcs, 0);
lua_pop(L, 1);
push_Something(L, NULL);
return 1;
}
and the test script:
-- file: hwtest.lua
local x = require( "hw" )
print( x.helloworld() )
Output is:
Hello World!
For accessing properties on a userdata you need to set __index
to a function instead of a table. The function is called with two arguments (the userdata, and the key) whenever you try to access a field on the userdata, and you can query your C object and push the desired result.
It gets a little more complicated if you intend to support methods and properties at the same time, but the basic approach is the following: You use a function as __index
metamethod. This function has access to a table of methods (e.g. via an upvalue or the registry, etc.) and tries to lookup the given key in that table. If you succeed you return that value. If you come up with nothing, you compare the given key to the valid property names of your C object and return the respective values if you get a match. (If you don't get a match you can return nil
or raise an error -- that's up to you.)
Here is a reusable implementation of that approach (extracted from the moon toolkit):
static int moon_dispatch( lua_State* L ) {
lua_CFunction pindex;
/* try method table first */
lua_pushvalue( L, 2 ); /* duplicate key */
lua_rawget( L, lua_upvalueindex( 1 ) );
if( !lua_isnil( L, -1 ) )
return 1;
lua_pop( L, 1 );
pindex = lua_tocfunction( L, lua_upvalueindex( 2 ) );
return pindex( L );
}
MOON_API void moon_propindex( lua_State* L, luaL_Reg const methods[],
lua_CFunction pindex, int nups ) {
if( methods != NULL ) {
luaL_checkstack( L, nups+2, "not enough stack space available" );
lua_newtable( L );
for( ; methods->func; ++methods ) {
int i = 0;
for( i = 0; i < nups; ++i )
lua_pushvalue( L, -nups-1 );
lua_pushcclosure( L, methods->func, nups );
lua_setfield( L, -2, methods->name );
}
if( pindex ) {
lua_pushcfunction( L, pindex );
if( nups > 0 ) {
lua_insert( L, -nups-2 );
lua_insert( L, -nups-2 );
}
lua_pushcclosure( L, moon_dispatch, 2+nups );
} else if( nups > 0 ) {
lua_replace( L, -nups-1 );
lua_pop( L, nups-1 );
}
} else if( pindex ) {
lua_pushcclosure( L, pindex, nups );
} else {
lua_pop( L, nups );
lua_pushnil( L );
}
}
Usage:
/* [ -nup, +1, e ] */
void moon_propindex( lua_State* L,
luaL_Reg const* methods,
lua_CFunction index,
int nup );
This function is used for creating an __index metafield. If index is NULL but methods is not, a table containing all the functions in methods is created and pushed to the top of the stack. If index is not NULL, but methods is, the index function pointer is simply pushed to the top of the stack. In case both are non NULL, a new C closure is created and pushed to the stack, which first tries to lookup a key in the methods table, and if unsuccessful then calls the original index function. If both are NULL, nil is pushed to the stack. If nup is non-zero, the given number of upvalues is popped from the top of the stack and made available to all registered functions. (In case index and methods are not NULL, the index function receives two additional upvalues at indices 1 and 2.) This function is used in the implementation of moon_defobject, but maybe it is useful to you independently.
If you try to store arbitrary Lua values in a userdata (like the title suggests) -- you can't. But you can associate an extra table (called "uservalue") with each userdata and store arbitrary values there. The approach is similar to the one above, but instead of matching with predefined property names and accessing the C object directly you first push the uservalue table (using lua_getuservalue
) and then lookup your field there.
push_Something
correct? – Bartlett