I am trying to register a c++ function in Lua.
But getting this error:
CScript.cpp|39|error: argument of type 'int (CScript::)(lua_State*)' does not match 'int (*)(lua_State*)'|
EDIT:
int CApp::SetDisplayMode(int Width, int Height, int Depth)
{
this->Screen_Width = Width;
this->Screen_Height = Height;
this->Screen_Depth = Depth;
return 0;
}
int CScript::Lua_SetDisplayMode(lua_State* L)
{
// We need at least one parameter
int n = lua_gettop(L);
if(n < 0)
{
lua_pushstring(L, "Not enough parameter.");
lua_error(L);
}
int width = lua_tointeger(L, 1);
int height = lua_tointeger(L, 2);
int depth = lua_tointeger(L, 3);
lua_pushinteger(L, App->SetDisplayMode(width, height, depth));
return 0;
}
And in main:
lua_register(L, "setDisplayMode", Lua_SetDisplayMode);
You cannot directly register a C++ non-static member function in Lua using just the basic Lua C API.
However, any of the various mechanisms that exist for easily associating C++ code with Lua will allow you to do so. toLua++, SWIG, Luabind, etc. If you’re serious about using C++ objects with Lua, I suggest picking one of those and using it, rather than writing your own version. I personally use Luabind (most of the time; SWIG has its place in the toolbox), as it is the one that doesn’t have some form of code generation. It’s all done purely in C++, so there’s no pre-pass step that generates a C++ source file.