I'm working on a small project trying to integrate lua with c++. My problem however is as follows:
I have multiple lua scripts, lets call them s1.lua s2.lua and s3.lua. Each of these has the following functions: setVars() and executeResults().
Now I am able to to call a lua file through LuaL_dofile and immediately after use setVars() and/or executeResults(). The problem here however is that after I load s2.lua I can no longer call the functions of s1.lua. This would mean I have to redo the LuaL_dofile on s1.lua to regain access to the function and by doing so I lose access to the functions in s2.lua.
Is there a way to simply load all lua files in a row, and afterwards start calling their functions at will? Something like s1->executeResults() s5->executeResults() s3->setVars() etc.
I currently already have a system in place using boost::filesystem to detect all lua files in a folder, I then save these files names in a vector and then simply iterate over the vector to load each lua file in a row.
Foregoing the filling of the vector with lua file names my plugin load function looks like this at the moment:
void Lua_plugin::load_Plugins(){
std::vector<std::string>::const_iterator it;
for (it=Lua_PluginList.begin(); it!=Lua_PluginList.end(); it++){
std::cout<<"File loading: " << *it << std::endl;
std::string filename = *it;
std::string filepath = scriptdir+filename;
if (luaL_loadfile(L, filepath.c_str()) || lua_pcall(L, 0, 0, 0)) {
std::cout << "ScriptEngine: error loading script. Error returned was: " << lua_tostring(L, -1) << std::endl;
}
}
}
To make it a bit more clear, all I have in the .lua's is something like this:
-- s1.lua
setVars()
--do stuff
end
executeResults()
--dostuff
end
etc, but I would like to be able to call s1.lua's setVars() and s2.lua's setVars() after simply having loaded both in a row.
This is effectively what gwell proposed using the C API:
#include <stdio.h>
#include "lua.h"
static void
executescript(lua_State *L, const char *filename, const char *function)
{
/* retrieve the environment from the resgistry */
lua_getfield(L, LUA_REGISTRYINDEX, filename);
/* get the desired function from the environment */
lua_getfield(L, -1, function);
return lua_call(L, 0, 0);
}
static void
loadscript(lua_State *L, const char *filename)
{
/* load the lua script into memory */
luaL_loadfile(L, filename);
/* create a new function environment and store it in the registry */
lua_createtable(L, 0, 1);
lua_getglobal(L, "print");
lua_setfield(L, -2, "print");
lua_pushvalue(L, -1);
lua_setfield(L, LUA_REGISTRYINDEX, filename);
/* set the environment for the loaded script and execute it */
lua_setfenv(L, -2);
lua_call(L, 0, 0);
/* run the script initialization function */
executescript(L, filename, "init");
}
int
main(int argc, char *argv[])
{
lua_State *L;
int env1, env2;
L = (lua_State *) luaL_newstate();
luaL_openlibs(L);
loadscript(L, "test1.lua");
loadscript(L, "test2.lua");
executescript(L, "test1.lua", "run");
executescript(L, "test2.lua", "run");
executescript(L, "test2.lua", "run");
executescript(L, "test1.lua", "run");
return 0;
}
Test scripts:
-- test1.lua
function init() output = 'test1' end
function run() print(output) end
-- test2.lua
function init() output = 'test2' end
function run() print(output) end
Output:
test1
test2
test2
test1
I omitted all error handling for brevity, but you'll want to check the return value of luaL_loadfile
and use lua_pcall
instead of lua_call
.