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Sol3 (sol2 v3.0) - a C++ <-> Lua API wrapper with advanced features and top notch performance - is here, and it's great! Documentation:
### On some errors, detailed_namespace::nested::Classname is exposed to user. Execute Result: (Intended Error) ``` [string "-- local function AnotherFunction(table)..."]:109: attempt to perform arithmetic on a sol.detailed_namespace::nested::Classname* value (field 'classname_in_lua') ```...
ThePhD, Thanks so much for sol2. Is it possible to terminate a function call initiated from the C++ interface? Imagine I invoke a function `lua["run"]();` but want to eventually cancel...
Hi, The following code leads to some memory smashing from time to time. It seems related to the automatic wrapping of const std::vector Using lua 5.2 on Xcode Version 12.2...
Hello, the snippet below roughly demonstrates what we have in the real code in our project. `ComplexStructC` is a structure bound to lua composed of other structure(s) (`ComplexStructB`, `ComplexStructA`) also...
visual studio 2017, c++ sol2 3.3.0 lua 5.4.4
when registered c++ function to lua, and call it to send string back to c++,it get the wrong text c++ code: register my usertype like this,: `root_table.new_usertype( "string", sol::no_constructor, "create",...
Fixes for the issue where const references are incorrectly deleted by Lua GC, as described in a separate Issue (https://github.com/ThePhD/sol2/issues/1365). This fixes the issue, and all tests passes, but it's...
I've been wondering is there anyway to make the variable nil after calling destroy? I don't want to do `i:destroy(); i = nil;` every time i want to destroy the...
Hi I would like to assign lua functions to c++ function pointers. ``` vec3 (*script)(float, float, float, vec3) lua = &lua_["Idle"]["animate"]; ``` As I understand, the api currrently returns a...
If a C++ function returns a "const reference" object, that object will be pushed into Lua as a "value type", which means that the destructor of the reference will be...