property
wrapper to specify read and write variable functionality using functions
template <typename Read, typename Write>
decltype(auto) property ( Read&& read_function, Write&& write_function );
template <typename Read>
decltype(auto) property ( Read&& read_function );
template <typename Write>
decltype(auto) property ( Write&& write_function );
These set of functions create a type which allows a setter and getter pair (or a single getter, or a single setter) to be used to create a variable that is either read-write, read-only, or write-only. When used during usertype construction, it will create a variable that uses the setter/getter member function specified.
#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>
#include "assert.hpp"
#include <iostream>
class Player {
public:
int get_hp() const {
return hp;
}
void set_hp( int value ) {
hp = value;
}
int get_max_hp() const {
return hp;
}
void set_max_hp( int value ) {
maxhp = value;
}
private:
int hp = 50;
int maxhp = 50;
};
int main (int, char*[]) {
std::cout << "=== properties from C++ functions ===" << std::endl;
sol::state lua;
lua.open_libraries(sol::lib::base);
lua.set("theplayer", Player());
// Yes, you can register after you set a value and it will
// connect up the usertype automatically
lua.new_usertype<Player>( "Player",
"hp", sol::property(&Player::get_hp, &Player::set_hp),
"maxHp", sol::property(&Player::get_max_hp, &Player::set_max_hp)
);
const auto& code = R"(
-- variable syntax, calls functions
theplayer.hp = 20
print('hp:', theplayer.hp)
print('max hp:', theplayer.maxHp)
)";
lua.script(code);
return 0;
}
ref : https://sol2.readthedocs.io/en/latest/api/property.html?highlight=sol%3A%3Aproperty#property
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