Comments (3)
similar example...
#include <kaguya/kaguya.hpp>
#include <cstdio>
typedef void (*OnConnectFn)(void);
void somefunction(const std::function<void()>& fn)
{
fn();
}
extern "C" int luaopen_fn(lua_State *L)
{
kaguya::State state(L);
kaguya::LuaTable module = state.newTable();
module["onConnect"] = kaguya::function(somefunction);
return module.push();
}
local fn = require 'fn'
local view = {}
function view:onConnect()
print('onConnect', self)
end
function view:main()
print('main', self)
print('fn', fn)
fn.onConnect(self.onConnect)
end
view:main()
from kaguya.
I've also tried LuaFunction
but no luck having self != nil
from kaguya.
this hack seems to work..
#include <kaguya/kaguya.hpp>
#include <cstdio>
typedef void (*OnConnectFn)(void);
void somefunction(kaguya::LuaFunction fn, kaguya::LuaTable self)
{
fn(self);
}
extern "C" int luaopen_fn(lua_State *L)
{
kaguya::State state(L);
kaguya::LuaTable module = state.newTable();
module["onConnect"] = kaguya::function(somefunction);
return module.push();
}
local fn = require 'fn'
local view = {}
function view:onConnect()
print('onConnect', self)
if self then
print('onConnect.data', self.data)
end
end
function view:main()
self.data = 'foobar'
print('main', self)
print('fn', fn)
fn.onConnect(view.onConnect, self)
end
view:main()
view:onConnect()
my manually passing self
lua table around...
from kaguya.
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from kaguya.