Rick Posted November 20, 2013 Posted November 20, 2013 Any ideas on how I can pass & store a lua table to a C++ method and then bring it up and call a function in that table (by name, which I'll also store) it at a later time using LE's lua implementation? The name of the table is not know as I'll be passing 'self' to the C++ method. I just don't know what the C++ parameter should be and how to find it and make the call. Words can't explain how much I hate working with the stack in lua Quote
Admin Posted November 20, 2013 Posted November 20, 2013 The table is created in Lua? You need to set it to a global variable and then put it back on the stack with PushString("variablename"). If you look at the source for App.cpp it gets a table by variable name, then calls the Start function, which is a member of the App table. These are some pretty advanced topics. Usually I would expect data to flow the other way, from C++ to Lua. Quote
Rick Posted November 20, 2013 Author Posted November 20, 2013 I can't really assign it to a global var. I'm setting up a callback system where I'm telling the C++ class the table function to be the callback. This will be done from within a lua class function. function ProfileMenu:Enter() self.Network:RegisterCallback(msgID, self, "Callback") end function ProfileMenu:Callback(reader) end I'm looking at code like the following but you don't expose some of these lua functions so I might have to bring in lua myself. What version of lua is being used in case I have to do this? http://lua-users.org/files/wiki_insecure/users/ArielManzur/tolua++/tolua_base.h As you can see lua_Object is a parameter type which is a table. You store some kind of reference from it and retrieve it later to call. Quote
Rick Posted November 21, 2013 Author Posted November 21, 2013 I got this working. A lot of screwing around but I got it. I'll make a blog or tutorial on all that stuff I needed to do to get all this working. Quote
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