1 Star 0 Fork 0

brinkqiang / dmsolpp

加入 Gitee
与超过 1200万 开发者一起发现、参与优秀开源项目,私有仓库也完全免费 :)
免费加入
克隆/下载
贡献代码
同步代码
取消
提示: 由于 Git 不支持空文件夾,创建文件夹后会生成空的 .keep 文件
Loading...
README
MIT

dmsolpp

Copyright (c) 2013-2018 brinkqiang (brink.qiang@gmail.com)

dmsolpp License blog Open Source Love GitHub stars GitHub forks

Build status

Linux Mac Windows
lin-badge mac-badge win-badge

Intro

dmsolpp

export flags // export_begin // export_end

#ifndef __OBJECT_H_INCLUDE__
#define __OBJECT_H_INCLUDE__

#include <stdint.h>

class CObject
{
public:
// export_begin
    CObject(): m_objID(0){}
    virtual ~CObject(){}
    uint64_t GetObjID(){ return m_objID;}
    void SetObjID(uint64_t id){ m_objID = id;}
// export_end
private:
    uint64_t m_objID;
};

#endif // __OBJECT_H_INCLUDE__

command

dmsolpp --PKG=interface.pkg

output

interface.sol.cc
interface.sol.h

addmodule

oDMLuaEngine.AddModule(require_interface);
#include "gtest.h"
#include <cstddef>
#include "interface.sol.h"
#include "player.h"
#include "dmsolpp.h"

TEST(DoSolpp, DoSolpp)
{
    CDMLuaEngine oDMLuaEngine;

    std::string strScriptRootPath = DMGetRootPath();
    oDMLuaEngine.SetRootPath(strScriptRootPath + PATH_DELIMITER_STR + ".." + PATH_DELIMITER_STR + "script");

    // 加载自动化生成代码 模块, 如果你有多个模块,需要在这里添加多个
    oDMLuaEngine.AddModule(require_interface);

    // 使用dmlua来load 主要是他可以自动load指定目录的所有文件. sol引擎本身没有实现这个功能.
    if (!oDMLuaEngine.ReloadScript())
    {
        ASSERT_TRUE(0);
        return;
    }

    oDMLuaEngine.DoString(R"(
        function add(a , b)
            return a + b
        end
        )");

    oDMLuaEngine.DoString(R"(
        function addplayer(player)
            print("[addplayer]: " .. player:GetName())
            return 1
        end
        )");

    // 获取sol引擎
    auto state = oDMLuaEngine.GetSol();

    int num = state["add"](1, 2);

    CPlayer oPlayer(5, "zhangsan");
    int ret = state["test"]["main"]["dowork"](&oPlayer);

    int ret2 = state["addplayer"](oPlayer);

    // 通过lua脚本实现的对象管理器进行对象创建 对象生命周期由lua负责 reload 之后数据丢失
    auto script_result = state.safe_script(R"(
        local interface = require("interface")
        local player_mgr = require("player")
        local player = player_mgr.create_player()
        local p = player_mgr.find_player(player:GetObjID())

        p:Init()
        p:NotChange()
        p.OnChange = function (self) print("OnChange in lua") end
        p:OnChange()
        print(MAX_NAME_LEN)
        print("[1]" .. interface.GNextID())
        print("[2]" .. p.NextID())
        p:SetObjID(interface.GNextID())
        print("[3]" .. p:GetObjID())
        p:SetHP(interface.GNextID())
        print("[4]" .. p:GetHP())
        print("[5]" .. interface.CPlayer.NextID())
        player_mgr.release_player(p)
        print("in sol2.lua player_mgr.create_player");
        )", sol::script_throw_on_error);
    ASSERT_TRUE(script_result.valid());

    // 通过导入的C++对象管理器进行对象创建 对象生命周期由C++负责 reload 之后数据还在
    auto script_result2 = state.safe_script(R"(
        local interface = require("interface")
        local player = interface.create_player();

        local p = interface.find_player(player:GetObjID());
        p:Init()
        p:NotChange()
        p.OnChange = function (self) print("OnChange in lua") end
        p:OnChange()

        interface.release_player(player:GetObjID())
        print("in sol2.cpp player_mgr.create_player");
        )", sol::script_throw_on_error);
    ASSERT_TRUE(script_result2.valid());
}

interface.sol.cc

/********************************************************************
**       This cc file is generated by program,                     **
**            Please do not change it directly.                    **
**                   Auther: brinkqiang                            **
********************************************************************/
// source: interface.pkg

#include "interface.sol.h"
#include <limits>

#include "object.h"

#include "creature.h"

#include "player.h"

#include "playermgr.h"

#include "common/types.h"

#include "common/enum.h"

#include "common/macros.h"

#include "common/struct.h"

#include "common/template.h"


#include "sol/sol.hpp"

namespace lua_module_interface
{
    static sol::table require_api(sol::this_state L)
    {
        sol::state_view lua(L);
        sol::table module = lua.create_table();

        module.new_usertype<CObject>(
            "CObject"
            , sol::constructors<CObject()>()
            , sol::meta_function::garbage_collect, sol::destructor([](CObject& temp) { temp.~CObject(); })
            , sol::base_classes, sol::bases<>()
            , "GetObjID", sol::make_reference<sol::function>(lua.lua_state(), &CObject::GetObjID)
            , "SetObjID", sol::make_reference<sol::function>(lua.lua_state(), &CObject::SetObjID)
            
            );
        module.new_usertype<CCreature>(
            "CCreature"
            , sol::constructors<CCreature()>()
            , sol::meta_function::garbage_collect, sol::destructor([](CCreature& temp) { temp.~CCreature(); })
            , sol::base_classes, sol::bases<CObject>()
            , "SetHP", sol::make_reference<sol::function>(lua.lua_state(), &CCreature::SetHP)
            , "SetMP", sol::make_reference<sol::function>(lua.lua_state(), &CCreature::SetMP)
            , "GetHP", sol::make_reference<sol::function>(lua.lua_state(), &CCreature::GetHP)
            , "GetMP", sol::make_reference<sol::function>(lua.lua_state(), &CCreature::GetMP)
            
            );
        module.set_function("GNextID",&GNextID);
        module.new_usertype<CPlayer>(
            "CPlayer"
            , sol::constructors<CPlayer(),CPlayer(int,const std::string&),CPlayer(const std::string&)>()
            , sol::meta_function::garbage_collect, sol::destructor([](CPlayer& temp) { temp.~CPlayer(); })
            , sol::base_classes, sol::bases<CCreature,CObject>()
            , "DoAction", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::DoAction)
            , "Init", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::Init)
            , "OnChange", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::OnChange)
            , "NotChange", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::NotChange)
            , "SystemChange", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::SystemChange)
            , "LoadFromDB", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::LoadFromDB)
            , "SaveDB", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::SaveDB)
            , "GetName", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::GetName)
            , "NextID", sol::make_reference<sol::function>(lua.lua_state(), &CPlayer::NextID)
            
            );
        module.set_function("create_player",&create_player);
        module.set_function("find_player",&find_player);
        module.set_function("release_player",&release_player);
        module.new_usertype<CPlayerMgr>(
            "CPlayerMgr"
            , sol::constructors<>()
            , sol::base_classes, sol::bases<>()
            , "create_player", sol::make_reference<sol::function>(lua.lua_state(), &CPlayerMgr::create_player)
            , "find_player", sol::make_reference<sol::function>(lua.lua_state(), &CPlayerMgr::find_player)
            , "release_player", sol::make_reference<sol::function>(lua.lua_state(), &CPlayerMgr::release_player)
            
            );
        module.new_usertype<STaskInfo>(
            "STaskInfo"
            , sol::constructors<STaskInfo()>()
            , sol::meta_function::garbage_collect, sol::destructor([](STaskInfo& temp) { temp.~STaskInfo(); })
            , sol::base_classes, sol::bases<>()
            
            , "nTaskID", &STaskInfo::nTaskID
            , "nTaskState", &STaskInfo::nTaskState
            , "nTaskCondition", &STaskInfo::nTaskCondition
            );
        module.new_usertype<SPos>(
            "SPos"
            , sol::constructors<SPos(),SPos(int,int,int)>()
            , sol::meta_function::garbage_collect, sol::destructor([](SPos& temp) { temp.~SPos(); })
            , sol::base_classes, sol::bases<>()
            
            , "x", &SPos::x
            , "y", &SPos::y
            , "z", &SPos::z
            );
        return module;
    }
}

LUA_API int luaopen_interface(lua_State* L)
{
    return sol::stack::call_lua(L, 1, lua_module_interface::require_api);
}

LUA_API int require_interface(lua_State* L)
{
    luaL_requiref(L, "interface", luaopen_interface, 0);
    printf("lua module: require interface\n");
    return 1;
}

Contacts

Thanks

MIT License Copyright (c) 2018 brinkqiang (brink.qiang@gmail.com) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

简介

C++ lua sol2自动化bind实现. 展开 收起
C++ 等 6 种语言
MIT
取消

发行版

暂无发行版

贡献者

全部

近期动态

加载更多
不能加载更多了
C++
1
https://gitee.com/brinkqiang/dmsolpp.git
git@gitee.com:brinkqiang/dmsolpp.git
brinkqiang
dmsolpp
dmsolpp
master

搜索帮助