luastate
lua的各种变量放 luastate里面 luastate作为 函数的参数传递
luaobject
luastack
由于这是个静态函数,所以第一个参数就是脚本里传入的参数。如果是成员变量则第一个参数是this对象,第二个参数才是从脚本传入的参数。
int LWindow::subscribeEvent(LuaState* L)
{
LuaStack arg(L);
if (arg[2].IsString()&& arg[3].IsString())
{
ScriptFunctorfunctor(arg[3].GetString());
d_window->subscribeEvent(arg[2].GetString(),Event::Subscriber(functor));
}
return0;
}
客户端lua脚本调试 AxTrace(0, 0, "Pitch:%f", obj.fCameraPitch);这样 2011.1.4
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之前认识有错误的地方
一个LuaState代表一个Lua语言的执行环境,一个程序里可以同时存在多个Lua的环境(如果需要的话)
{
LuaStack args(state);
//检查参数
if (!(args[2].IsString()))
{
KLThrow("LUA: PlayerPackage::EnumItem Wrong Param1" );
}
if (nOffIndex >= 0 )
{
tActionItem * pActionItem = CActionSystem::GetMe() -> EnumAction(nIndex + nOffIndex,
if (pActionItem)
{
LuaObject objReturn = state->BoxPointer(pActionItem);
objReturn.SetMetaTable(* CActionItem::s_pMetaTable);
objReturn.PushStack();
if (((tObject_Item * )pActionItem -> GetImpl()) -> IsLocked())
state -> PushInteger( 1 );
else
state -> PushInteger( 0 );
return 2 ;
}
}
传参的那种用法
另外复杂的:
Udata * u;
lua_lock(L);
u = luaS_newudata(L, 4 );
u -> uv.len = 1 ; // user data box bit is set.
* ( void ** )(u + 1 ) = ptr;
setuvalue(L -> top, u);
api_incr_top(L);
lua_unlock(L);
}
{
lua_boxpointer(m_state, u); return LuaStackObject( * this , lua_gettop(m_state));
}
(lua_newuserdatabox(L, (u)))
Udata * u;
s = (s + 1 ) & ( ~ (size_t) 1 ); /* make sure size is multiple of 2 */
u = cast(Udata * , luaM_malloc(L, sizeudata(s)));
u -> uv.marked = ( 1 << 1 ); /* is not finalized */
u -> uv.tt = LUA_TUSERDATA;
#if LUA_REFCOUNT
u -> uv. ref = 0 ;
#endif /* LUA_REFCOUNT */
u -> uv.len = s;
u -> uv.metatable = hvalue(defaultmetatypes(L, LUA_TUSERDATA));
lua_addreftable(u -> uv.metatable);
/* chain it on udata list */
#if LUA_REFCOUNT
u -> uv.prev = (GCObject * ) & G(L) -> rootudata;
#endif /* LUA_REFCOUNT */
u -> uv.next = G(L) -> rootudata;
G(L) -> rootudata = valtogco(u);
#if LUA_REFCOUNT
if (u -> uv.next)
u -> uv.next -> uv.prev = valtogco(u);
#endif /* LUA_REFCOUNT */
return u;
}
上面那部分不容易找到的代码,位于依赖库里,(despensy).inl,.c等文件里,原因是c和c++的兼容问题
设置返回值为pActionItem
SetMetaTable设置元表(是pActionItem的)
压栈
然后把block的值(0或者1)压栈