我使用lua作为我的3d引擎的脚本语言。我有几个对象的lua“类”,现在我想使用属性而不是getter和setter。所以,而不是像这样的东西
local oldState = ui:GetChild("Panel1"):GetVisible()
ui:GetChild("Panel1"):SetVisible(not oldState)
我会
ui.Panel1.visible = not ui.Panel1.visible
问题是我的用于创建元表的C ++代码和instanced覆盖了__index方法。顺便说一下:
创建元表:
void CLUAScript::RegisterClass(const luaL_Reg funcs[], std::string const& className)
{
luaL_newmetatable(m_lua_state, std::string("Classes." + className).c_str());
luaL_newlib( m_lua_state, funcs);
lua_setglobal(m_lua_state, className.c_str());
}
实例化类(lua对象只保存指向存储在C ++代码中的实际数据的指针):
int CLUAScript::NewInstanceClass(void* instance, std::string const& className)
{
if (!instance)
{
lua_pushnil(m_lua_state);
return 1;
}
luaL_checktype(m_lua_state, 1, LUA_TTABLE);
lua_newtable(m_lua_state);
lua_pushvalue(m_lua_state,1);
lua_setmetatable(m_lua_state, -2);
lua_pushvalue(m_lua_state,1);
lua_setfield(m_lua_state, 1, "__index");
void **s = (void **)lua_newuserdata(m_lua_state, sizeof(void *));
*s = instance;
luaL_getmetatable(m_lua_state, std::string("Classes." + className).c_str());
lua_setmetatable(m_lua_state, -2);
lua_setfield(m_lua_state, -2, "__self");
return 1;
}
问题是如何同时拥有这两种方法和属性。如果我只是将__index
添加到CLUAScript::RegisterClass
funcs数组,则永远不会调用它。我无法想象在CLUAScript::NewInstanceClass
中删除其重新定义的方法。
如果此代码不够,这里是使用lua的文件的链接: lua helper class, functions for UI, functions for Objects,和 testing lua script
答案 0 :(得分:2)
问题是如何同时拥有方法和属性。
从广义上讲,方法只是恰好解析为函数的属性。
如果我只是将__index添加到RegisterClass funcs数组中,则永远不会调用它。
这是实际问题,对吧?你的其他帖子会分散注意力。
根据文件,luaL_newlib creates a new table。 luaL_newmetatable也是如此。您在RegisterClass中创建了两个表,这没有任何意义。您只需要创建元表,并且需要将__index
和__newindex
元方法添加到此元表中。
你不能让__index
简单地指向一个func表(实现类方法的快捷方式),而不是你想要在C ++类实例之间手动封送数据。属性。它必须是一个区分方法访问(值来自类范围)和属性访问(值来自实例范围)的函数。
以下是您的方法/属性访问在Lua中如何工作的示例。使用C API的细节是不同的,但方法是相同的:
-- This is the metatable you create in RegisterClass for the C++ class 'Foo'
Foo = { }
-- This is pretty close to how your __index metamethod would work in the C++ code,
-- except you're going to have to write code that resolves which field on the C++ object
-- corresponds to 'key', if any, and push that onto the stack.
function Foo.__index(instance,key)
local method = rawget(Foo,key)
if method then
return method
end
return instance.properties[key]
end
-- This is pretty close, too, except that if you want users to be able to add properties to the Lua object
-- that coexist with the C++ object properties, you'll need to write the value to the right place.
function Foo.__newindex(instance,key,value)
instance.properties[key] = value
end
-- this doesn't have to be a method on the metatable
function Foo:new(state)
return setmetatable({ properties = state}, self)
end
-- example of a class method
function Foo:dump()
print('dump:', self.x, self.y)
end
-- simulation of the userdata, an instance of your C++ class
cppClassInstance = {
x = 10,
y = 20,
}
obj = Foo:new(cppClassInstance)
print(obj.x) -- read `x`, which is resolved to cppClassInstance.x
obj.x = 5150 -- write to 'x', which writes to cppClassInstance.x
print(obj.x) -- witness our change
obj:dump() -- call a class method