It’s like:
ForEach( PlanetList, function (planet)
if(planet.exists == true) then
Planet_Count = Planet_Count + 1
end
end )
Usually you just say “lua_getglobal(L,name)” and it puts the lua function nicely on the stack On, but how to get it from a parameter?
Edit
I went back and actually tried to use luaL_ref() from this question I found earlier. What I am doing is using luaL_ref() to pop the function value from the top of the stack and put Put it into a temporary register, I use the value returned from luaL_ref () to use lua_rawgeti() for each item in the list. Then use luaL_unref() to release the register after the list is complete.
main.c
#include
#include
#include
/* this keeps our Lua reference to the Lua function */
int callback_reference = 0;
/* this is called by Lua to register its function */
int lua_registerCallback( lua_State *L) {
/* store the reference to the Lua function in a variable to be used later */
callback_reference = luaL_ref( L, LUA_REGISTRYINDEX );
return 0;
}
/* calls our Lua callback function and resets the callback reference */
void call_callback( lua_State *L) {
/* push the callback on to the stack using the Lua reference we */
/* stored in the registry */
lua_rawgeti( L, LUA_REGISTRYINDEX, callback_reference );
/* duplicate the value on the stack */
/* NOTE: This is unnecessary, but it shows how you keep the */
/* callback for later */
lua_pushvalue( L, 1 );
/* call the callback */
/* NOTE: This is using the one we duplicated with lua_pushvalue */
if (0 != lua_pcall( L, 0, 0, 0)) {
printf("Failed to call the callback! %s ", lua_tostring( L, -1) );
return;
}
/* get a new reference to the Lua function and store it again */
/* NOTE: This is only used in conjunction with the lua_pushvalue */
/* above and can be removed if you remove that */
callback_reference = luaL_ref( L, LUA_REGISTRYINDEX );
}
int main( void) {
/* set up Lua */< br /> lua_State *L = lua_open();
luaL_openlibs( L );
/* register the lua_registerCallback function as */
/* "RegisterCallback" so it can be called by Lua */
lua_pushcfunction( L, lua_registerCallback );
lua_setglobal( L, "RegisterCallback ");
/* run our Lua file */
if (0 != luaL_dofile( L, "callback.lua")) {
printf("Failed to load calback.lua! %s",
lua_tostring( L, -1) );
lua_close( L );
return 1;
}
/* call the callback */
call_callback( L );
/* call the callback again if you want (because we restored */
/* the Lua function reference) */
call_callback( L );
/* remove the reference to the callback */
/* NOTE: This is also unnecessary if you didn't re- add the */
/* function to the registry */
luaL_unref( L, LUA_REGISTRYINDEX, callback_reference );
/* uninitialize Lua */
lua_close( L );
return 0;
}
callback.lua
function MyCallback()
print("Hello World!")
end
RegisterCallback( MyCallback )
What I want to do is create a function that will iterate some objects and call a function for each function. I am using BlitzMax, not C, but other than that, because it There is a complete Lua C function wrapper. Lua has a lua_pushcfunction() command, but where is its lua_pushfunction() command? It is very easy to call a function with a name, but how to call a function passed as a parameter?
It’s like:
ForEach( PlanetList, function (planet)
if(planet.exists == true) then
Planet_Count = Planet_Count + 1
end
end )
Usually you just say “lua_getglobal(L,name)” and it puts the lua function nicely on the stack On, but how to get it from a parameter?
Edit
I went back and actually tried to use luaL_ref() from this question I found earlier. What I am doing is using luaL_ref() to pop the function value from the top of the stack and put Put it into a temporary register, I use the value returned from luaL_ref () to use lua_rawgeti() for each item in the list. Then use luaL_unref() to release the register after the list is complete.
Because I am new to Lua myself, I have the same problem. Because, in my opinion, there is no satisfactory answer, I think I will write one, even if this question may Will never be closed. Hope this will help others in this situation.
main.c
#include
#include
#include
/* this keeps our Lua reference to the Lua function */
int callback_reference = 0;
/* this is called by Lua to register its function */
int lua_registerCallback( lua_State *L) {
/* store the reference to the Lua function in a variable to be used later */
callback_reference = luaL_ref( L, LUA_REGISTRYINDEX );
return 0;
}
/* calls our Lua callback function and resets the callback reference */
void call_callback( lua_State *L) {
/* push the callback onto the stack using the Lua reference we */
/* st ored in the registry */
lua_rawgeti( L, LUA_REGISTRYINDEX, callback_reference );
/* duplicate the value on the stack */
/* NOTE: This is unnecessary, but it shows how you keep the */
/* callback for later */
lua_pushvalue( L, 1 );
/* call the callback */
/ * NOTE: This is using the one we duplicated with lua_pushvalue */
if (0 != lua_pcall( L, 0, 0, 0)) {
printf("Failed to call the callback! %s ", lua_tostring( L, -1) );
return;
}
/* get a new reference to the Lua function and store it again */
/* NOTE: This is only used in conjunction with the lua_pushvalue */
/* above and can be removed if you remove that */
callback_reference = luaL_ref( L, LUA_REGISTRYINDEX );< br />}
int main( void) {
/* set up Lua */
lua_State *L = lua_open();
luaL_openlibs (L );
/* register the lua_registerCallback function as */
/* "RegisterCallback" so it can be called by Lua */
lua_pushcfunction( L, lua_registerCallback );
lua_setglobal( L, "RegisterCallback" );
/* run our Lua file */
if (0 != luaL_dofile( L, "callback.lua")) {
printf("Failed to load calback.lua! %s",< br /> lua_tostring( L, -1) );
lua_close( L );
return 1;
}
/* call the callback */
call_callback( L );
/* call the callback again if you want (because we restored */
/* the Lua function reference) */
call_callback( L );
/* remove the reference to the callback */
/* NOTE: This is also unnecessary if you didn't re-add the */
/* function to the registry */
luaL_unref( L, LUA_REGISTRYINDEX, callback_reference );
/* uninitialize Lua */
lua_close( L );
return 0;
}
callback.lua
function MyCallback()
print("Hello Wo rld!")
end
RegisterCallback( MyCallback )