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Lua: 在C++中将table如何传入到lua中

2015-04-09 20:49 417 查看
例一是参考别人的:


//定义函数(返回table)
int func_return_table(lua_State *L)
{
lua_newtable(L);//创建一个表格,放在栈顶
lua_pushstring(L, "mydata");//压入key
lua_pushnumber(L,66);//压入value
lua_settable(L,-3);//弹出key,value,并设置到table里面去

lua_pushstring(L, "subdata");//压入key
lua_newtable(L);//压入value,也是一个table
lua_pushstring(L, "mydata");//压入subtable的key
lua_pushnumber(L,53);//value
lua_settable(L,-3);//弹出key,value,并设置到subtable

lua_settable(L,-3);//这时候父table的位置还是-3,弹出key,value(subtable),并设置到table里去
lua_pushstring(L, "mydata2");//同上
lua_pushnumber(L,77);
lua_settable(L,-3);
return 1;//堆栈里现在就一个table.其他都被弹掉了。
}
输出结构体:

{
"mydata" = 66,
"mydate2" = 77,
"subdata" =
{
"mydata" = 53
}
}


这里算是一个嵌套的结构体了。

函数解释:

lua_settable(lua_State* L, int index)


就是把表在lua堆栈中的值弹出来,index 是table 在堆栈中的位置,假如 table 在 -3, 则key 应该是 -2,value 是 -1
相当于 table[key] = value.
例二:
在工作中这里我想用一个类似数组的table,类似 tableaname
.x
代码:

struct BattleResultDamageData
{
Uint32 nIcon;
Uint32 nDamage;
Uint16 nPetPos;
Uint16 nLv;
Uint8  nStar;
Uint8  nEvo;
Uint8  nCurSkin;
Uint8  nStage;
};


static int luaGetBattleResultData(lua_State *L_)
{
lua_newtable(L_); //创建一个表,放在栈顶
int i = 1; //目的:类似tablename[i].id
std::map<unsigned, BattleResultDamageData>::const_iterator map_it;
for (map_it = SkillActObj::_BattleAtk.begin(); map_it != SkillActObj::_BattleAtk.end(); ++map_it,++i) //可忽略,目的遍历C++中的数据放在lua的table
{
lua_pushnumber(L_,i);
lua_newtable(L_);
lua_pushstring(L_,"id");
lua_pushnumber(L_,map_it->first);
lua_settable(L_,-3);//弹出key,value,并设置到table里面去
lua_pushstring(L_,"dmg");
lua_pushnumber(L_,map_it->second.nDamage);
lua_settable(L_,-3);
lua_pushstring(L_,"icon");
lua_pushnumber(L_,map_it->second.nIcon);
lua_settable(L_,-3);
lua_pushstring(L_,"lv");
lua_pushnumber(L_,map_it->second.nLv);
lua_settable(L_,-3);
lua_pushstring(L_,"star");
lua_pushnumber(L_,map_it->second.nStar);
lua_settable(L_,-3);
lua_pushstring(L_,"evo");
lua_pushnumber(L_,map_it->second.nEvo);
lua_settable(L_,-3);
lua_pushstring(L_,"pos");
lua_pushnumber(L_,map_it->second.nPetPos);
lua_settable(L_,-3);
lua_pushstring(L_,"skin");
lua_pushnumber(L_,map_it->second.nCurSkin);
lua_settable(L_,-3);

lua_settable(L_,-3);
}
return 1;
}


在lua代码中的使用:

local buffAtk = _G.getBattleResultData();


打印的buffAtk这个table结构体信息:

<Info>0409-210505 654 Lookup local var buffAtk
<Info>0409-210505 654 name = buffAtk	 type = table	 value = 0CB685A0
<Info>0409-210505 654 name = buffAtk[1]	 type = table	 value = 06CCEA58
<Info>0409-210505 670 name = buffAtk[1][dmg]	 type = number	 value = 89298
<Info>0409-210505 670 name = buffAtk[1][skin]	 type = number	 value = 0
<Info>0409-210505 670 name = buffAtk[1][star]	 type = number	 value = 6
<Info>0409-210505 689 name = buffAtk[1][evo]	 type = number	 value = 10
<Info>0409-210505 692 name = buffAtk[1][id]	 type = number	 value = 25165827
<Info>0409-210505 693 name = buffAtk[1][lv]	 type = number	 value = 131
<Info>0409-210505 693 name = buffAtk[1][icon]	 type = number	 value = 1090
<Info>0409-210505 693 name = buffAtk[1][pos]	 type = number	 value = 19
<Info>0409-210505 693 name = buffAtk[2]	 type = table	 value = 0CC8C038
<Info>0409-210505 693 name = buffAtk[2][dmg]	 type = number	 value = 28726
<Info>0409-210505 693 name = buffAtk[2][skin]	 type = number	 value = 0
<Info>0409-210505 710 name = buffAtk[2][star]	 type = number	 value = 6
<Info>0409-210505 711 name = buffAtk[2][evo]	 type = number	 value = 12
<Info>0409-210505 711 name = buffAtk[2][id]	 type = number	 value = 25165828
<Info>0409-210505 711 name = buffAtk[2][lv]	 type = number	 value = 90
<Info>0409-210505 711 name = buffAtk[2][icon]	 type = number	 value = 1325
<Info>0409-210505 711 name = buffAtk[2][pos]	 type = number	 value = 51
例三:

上例返回一个,这里我想返回两个tableaname
.x

如:一个tablename1
.x 与 另一个 tablename2
.x

static int luaGetBattleResultData(lua_State *L_)
{
lua_newtable(L_); // 建立一个table
int i = 1;
std::map<unsigned, BattleResultDamageData>::const_iterator map_it;
for (map_it = SkillActObj::_BattleAtk.begin(); map_it != SkillActObj::_BattleAtk.end(); ++map_it,++i)
{
lua_pushnumber(L_,i);
lua_newtable(L_);
lua_pushstring(L_,"id");
lua_pushnumber(L_,map_it->first);
lua_settable(L_,-3);//弹出key,value,并设置到table里面去
//...
lua_pushstring(L_,"skin");
lua_pushnumber(L_,map_it->second.nCurSkin);
lua_settable(L_,-3);

lua_settable(L_,-3);
}

lua_newtable(L_); //建立另一个table
i = 1;
for (map_it = SkillActObj::_BattleDef.begin(); map_it != SkillActObj::_BattleDef.end(); ++map_it,++i)
{
lua_pushnumber(L_,i);
lua_newtable(L_);
lua_pushstring(L_,"id");
lua_pushnumber(L_,map_it->first);
lua_settable(L_,-3);//弹出key,value,并设置到table里面去
// ...
lua_pushstring(L_,"skin");
lua_pushnumber(L_,map_it->second.nCurSkin);
lua_settable(L_,-3);

lua_settable(L_,-3);
}
return 2; // 返回这两个table
}
在lua中调用:

local buffAtk, buffDef= _G.getBattleResultData();
打印这两个table的信息:

<Info>0409-210505 654 Lookup local var buffAtk
<Info>0409-210505 654 name = buffAtk	 type = table	 value = 0CB685A0
<Info>0409-210505 654 name = buffAtk[1]	 type = table	 value = 06CCEA58
<Info>0409-210505 670 name = buffAtk[1][dmg]	 type = number	 value = 89298
<Info>0409-210505 670 name = buffAtk[1][skin]	 type = number	 value = 0
<Info>0409-210505 670 name = buffAtk[1][star]	 type = number	 value = 6
<Info>0409-210505 689 name = buffAtk[1][evo]	 type = number	 value = 10
<Info>0409-210505 692 name = buffAtk[1][id]	 type = number	 value = 25165827
<Info>0409-210505 693 name = buffAtk[1][lv]	 type = number	 value = 131
<Info>0409-210505 693 name = buffAtk[1][icon]	 type = number	 value = 1090
<Info>0409-210505 693 name = buffAtk[1][pos]	 type = number	 value = 19
<Info>0409-210505 693 name = buffAtk[2]	 type = table	 value = 0CC8C038
<Info>0409-210505 693 name = buffAtk[2][dmg]	 type = number	 value = 28726
<Info>0409-210505 693 name = buffAtk[2][skin]	 type = number	 value = 0
<Info>0409-210505 710 name = buffAtk[2][star]	 type = number	 value = 6
<Info>0409-210505 711 name = buffAtk[2][evo]	 type = number	 value = 12
<Info>0409-210505 711 name = buffAtk[2][id]	 type = number	 value = 25165828
<Info>0409-210505 711 name = buffAtk[2][lv]	 type = number	 value = 90
<Info>0409-210505 711 name = buffAtk[2][icon]	 type = number	 value = 1325
<Info>0409-210505 711 name = buffAtk[2][pos]	 type = number	 value = 51
<Info>0409-210505 711


<Info>0409-212740 450 Lookup local var buffDef
<Info>0409-212740 451 name = buffDef	 type = table	 value = 0CDD1EB8
<Info>0409-212740 451 name = buffDef[1]	 type = table	 value = 0CEEFCA8
<Info>0409-212740 451 name = buffDef[1][dmg]	 type = number	 value = 1992
<Info>0409-212740 451 name = buffDef[1][skin]	 type = number	 value = 0
<Info>0409-212740 466 name = buffDef[1][star]	 type = number	 value = 1
<Info>0409-212740 466 name = buffDef[1][evo]	 type = number	 value = 4
<Info>0409-212740 466 name = buffDef[1][id]	 type = number	 value = 25165829
<Info>0409-212740 482 name = buffDef[1][lv]	 type = number	 value = 85
<Info>0409-212740 482 name = buffDef[1][icon]	 type = number	 value = 1005
<Info>0409-212740 482 name = buffDef[1][pos]	 type = number	 value = 2
<Info>0409-212740 482 name = buffDef[2]	 type = table	 value = 0CEED4D0
<Info>0409-212740 482 name = buffDef[2][dmg]	 type = number	 value = 2941
<Info>0409-212740 482 name = buffDef[2][skin]	 type = number	 value = 0
<Info>0409-212740 499 name = buffDef[2][star]	 type = number	 value = 2
<Info>0409-212740 499 name = buffDef[2][evo]	 type = number	 value = 6
<Info>0409-212740 499 name = buffDef[2][id]	 type = number	 value = 25165830
<Info>0409-212740 499 name = buffDef[2][lv]	 type = number	 value = 85
<Info>0409-212740 499 name = buffDef[2][icon]	 type = number	 value = 1075
<Info>0409-212740 499 name = buffDef[2][pos]	 type = number	 value = 16
<Info>0409-212740 499 name = buffDef[3]	 type = table	 value = 0D0E83A0
<Info>0409-212740 516 name = buffDef[3][dmg]	 type = number	 value = 308
<Info>0409-212740 519 name = buffDef[3][skin]	 type = number	 value = 1
<Info>0409-212740 521 name = buffDef[3][star]	 type = number	 value = 0
<Info>0409-212740 523 name = buffDef[3][evo]	 type = number	 value = 6
<Info>0409-212740 523 name = buffDef[3][id]	 type = number	 value = 25165831
<Info>0409-212740 523 name = buffDef[3][lv]	 type = number	 value = 85
<Info>0409-212740 523 name = buffDef[3][icon]	 type = number	 value = 1080
<Info>0409-212740 523 name = buffDef[3][pos]	 type = number	 value = 17
<Info>0409-212740 523 name = buffDef[4]	 type = table	 value = 0CD85A00
<Info>0409-212740 523 name = buffDef[4][dmg]	 type = number	 value = 792
<Info>0409-212740 539 name = buffDef[4][skin]	 type = number	 value = 0
<Info>0409-212740 539 name = buffDef[4][star]	 type = number	 value = 0
<Info>0409-212740 539 name = buffDef[4][evo]	 type = number	 value = 0
<Info>0409-212740 539 name = buffDef[4][id]	 type = number	 value = 25165832
<Info>0409-212740 539 name = buffDef[4][lv]	 type = number	 value = 85
<Info>0409-212740 539 name = buffDef[4][icon]	 type = number	 value = 1145
<Info>0409-212740 539 name = buffDef[4][pos]	 type = number	 value = 30
<Info>0409-212740 554 name = buffDef[5]	 type = table	 value = 0C7CF7F8
<Info>0409-212740 554 name = buffDef[5][dmg]	 type = number	 value = 1608
<Info>0409-212740 554 name = buffDef[5][skin]	 type = number	 value = 0
<Info>0409-212740 554 name = buffDef[5][star]	 type = number	 value = 2
<Info>0409-212740 554 name = buffDef[5][evo]	 type = number	 value = 4
<Info>0409-212740 554 name = buffDef[5][id]	 type = number	 value = 25165833
<Info>0409-212740 571 name = buffDef[5][lv]	 type = number	 value = 47
<Info>0409-212740 574 name = buffDef[5][icon]	 type = number	 value = 1090
<Info>0409-212740 577 name = buffDef[5][pos]	 type = number	 value = 19
<Info>0409-212740 578

看到这,是不是感觉哪里不对?是不是感觉代码好臃肿?

下面是最最终优化后的代码:

static void setTableInt(lua_State *L_, const char *sKey, lua_Number nVal)
{
lua_pushstring(L_, sKey);
lua_pushnumber(L_, nVal);
lua_settable(L_,-3);
}

static void newDmgTable(lua_State *L_, unsigned nEntityId, const BattleResultDamageData &data)
{
lua_newtable(L_);
setTableInt(L_, "id", nEntityId);
setTableInt(L_, "dmg", data.nDamage);
setTableInt(L_, "icon", data.nIcon);
setTableInt(L_, "lv", data.nLv);
setTableInt(L_, "star", data.nStar);
setTableInt(L_, "evo", data.nEvo);
setTableInt(L_, "pos", data.nPetPos);
setTableInt(L_, "skin", data.nCurSkin);
}

static int luaGetBattleResultData(lua_State *L_)
{
std::map<unsigned, BattleResultDamageData> *datas[] = {&SkillActObj::_BattleAtk, &SkillActObj::_BattleDef};
for (unsigned i = 0; i < 2; ++i)
{
lua_newtable(L_); //new table
int j = 1;
std::map<unsigned, BattleResultDamageData>::const_iterator map_it = datas[i]->begin(), map_it_end = datas[i]->end();
for (; map_it != map_it_end; ++map_it, ++j) {
lua_pushinteger(L_, j);
newDmgTable(L_, map_it->first, map_it->second); //atker or defer[id] = dmg_table;
lua_settable(L_, -3);
}
}
return 2;
}

这下是不是感觉一下子少了好多?这就是代码的重用性!
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