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/// \file examples/bindings.cpp
/// Showcases how to define Lua functions from C++ code.
///
/// A major selling point of Lua is that it is very easy too hook native C and
/// C++ functions into the runtime environment so that Lua can call them. The
/// purpose of this example program is to show how this is done by using Lutok.
#include <cassert>
#include <cstdlib>
#include <iostream>
#include <map>
#include <sstream>
#include <stdexcept>
#include <string>
#include <lutok/exceptions.hpp>
#include <lutok/operations.hpp>
#include <lutok/state.ipp>
/// Calculates the factorial of a given number.
///
/// \param i The postivie number to calculate the factorial of.
///
/// \return The factorial of i.
static int
factorial(const int i)
{
assert(i >= 0);
if (i == 0)
return 1;
else
return i * factorial(i - 1);
}
/// A custom factorial function for Lua.
///
/// \pre stack(-1) contains the number to calculate the factorial of.
/// \post stack(-1) contains the result of the operation.
///
/// \param state The Lua state from which to get the function arguments and into
/// which to push the results.
///
/// \return The number of results pushed onto the stack, i.e. 1.
///
/// \throw std::runtime_error If the input parameters are invalid. Note that
/// Lutok will convert this exception to lutok::error.
static int
lua_factorial(lutok::state& state)
{
if (!state.is_number())
throw std::runtime_error("Argument to factorial must be an integer");
const int i = state.to_integer();
if (i < 0)
throw std::runtime_error("Argument to factorial must be positive");
state.push_integer(factorial(i));
return 1;
}
/// Program's entry point.
///
/// \param argc Length of argv. Must be 2.
/// \param argv Command-line arguments to the program. The first argument to
/// the tool has to be a number.
///
/// \return A system exit code.
int
main(int argc, char** argv)
{
if (argc != 2) {
std::cerr << "Usage: bindings <number>\n";
return EXIT_FAILURE;
}
// Create a new Lua session and load the print() function.
lutok::state state;
state.open_base();
// Construct a 'module' that contains an entry point to our native factorial
// function. A module is just a Lua table that contains a mapping of names
// to functions. Instead of creating a module by using our create_module()
// helper function, we could have used push_cxx_function on the state to
// define the function ourselves.
std::map< std::string, lutok::cxx_function > module;
module["factorial"] = lua_factorial;
lutok::create_module(state, "native", module);
// Use a little Lua script to call our native factorial function providing
// it the first argument passed to the program. Note that this will error
// out in a controlled manner if the passed argument is not an integer. The
// important thing to notice is that the exception comes from our own C++
// binding and that it has been converted to a lutok::error.
std::ostringstream script;
script << "print(native.factorial(" << argv[1] << "))";
try {
lutok::do_string(state, script.str());
return EXIT_SUCCESS;
} catch (const lutok::error& e) {
std::cerr << "ERROR: " << e.what() << '\n';
return EXIT_FAILURE;
}
}