I am making my own game engine, using Lua C API. I got such Lua table hierarchy:
my_lib = {
system = { ... },
keyboard = { ... },
graphics = { ... },
...
}
Also I got some C function, I want to register, something like that:
inline static int lua_mylib_do_cool_things(lua_State *L) {
mylib_do_cool_things(luaL_checknumber(L, 1));
return 0;
}
So, how can I register it like member of my_lib sub-table, just like that?
my_lib = {
system = { do_cool_things, ... },
keyboard = { ... }
graphics = { ...}
}
Now I only know the way to register members of global tables, it works like that:
inline void mylib_registerFuncAsTMem(const char *table, lua_CFunction func, const char *index) {
lua_getglobal(mylib_luaState, table);
lua_pushstring(mylib_luaState, index);
lua_pushcfunction(mylib_luaState, func);
lua_rawset(mylib_luaState, -3);
}
But what about sub-tables?
A simple way to register multiple Lua C function into a table (using Lua 5.1) is to use luaL_register.
First, implement your Lua functions, they should take the form of a lua_CFunction.
static int graphics_draw(lua_State *L) {
return luaL_error(L, "graphics.draw unimplemented");
}
static int system_wait(lua_State *L) {
return luaL_error(L, "system.wait unimplemented");
}
Next, create a luaL_Reg structure for each sub-table with your Lua functions and their names (keys).
static const struct luaL_Reg module_graphics[] = {
{"draw", graphics_draw},
// add more graphic functions here..
{NULL, NULL} // terminate the list with sentinel value
};
static const struct luaL_Reg module_system[] = {
{"wait", system_wait},
{NULL, NULL}
};
Then, in the function where you return your module table create each sub-table and register its functions.
int luaopen_game(lua_State *L) {
lua_newtable(L); // create the module table
lua_newtable(L); // create the graphics table
luaL_register(L, NULL, module_graphics); // register functions into graphics table
lua_setfield(L, -2, "graphics"); // add graphics table to module
lua_newtable(L); // create the system table
luaL_register(L, NULL, module_system); // register functions into system table
lua_setfield(L, -2, "system"); // add system table to module
// repeat the same process for other sub-tables
return 1; // return module table
}
This should result in a module table with the following structure:
game = {
graphics = {
draw -- C function graphics_draw
},
system = {
wait -- C function system_wait
}
}