Lua: 在C++中将table如何传入到lua中
2015-04-09 20:49
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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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