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tables.cpp
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tables.cpp
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/*
* Copyright (c) 2015-2023 JlnWntr (jlnwntr@gmail.com)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/* #define LUA_ADAPTER_DEBUG */
#ifndef LUA_TABLE_H
#include "../LuaTable.hpp"
#endif
#ifndef LUA_ADAPTER_DEBUG
#include <iostream>
#endif
int main() {
LuaAdapter lua{"test.lua"};
LuaTable luaTable{lua};
if (luaTable.Open("Table1")) {
int ID{0};
luaTable.Get("ID", ID);
std::cout << "ID: " << ID << std::endl;
int Value{0};
luaTable.Get("Value", Value);
std::cout << "Value: " << Value << std::endl;
std::string Text{};
luaTable.Get("Text", Text);
std::cout << "Text: " << Text << std::endl;
luaTable.Close(); // close "Table1"
}
std::cout << std::endl;
if (luaTable.Open("matrix")) {
// Get the length of the table
const unsigned short int length{(unsigned short int)luaTable.Length()};
std::cout << "Table-length: " << length << std::endl;
for (unsigned short int j = 1; j <= length; j++) {
for (unsigned short int i = 1; i <= length; i++) {
int temp {0};
luaTable.Get({j, i}, temp); // matrix[j][i]
std::cout << temp << " ";
}
std::cout << std::endl;
}
luaTable.Close(); // close table "matrix"
}
std::cout << std::endl;
if (luaTable.Open("Table2")) {
int X{0};
luaTable.Get("X", X);
std::cout << "X: " << X << std::endl;
int Y{0};
luaTable.Get("Y", Y);
std::cout << "Y: " << Y << std::endl;
if (luaTable.Open("Test")) { // open 'nested' table "Test"
int A {0};
luaTable.Get("A", A);
std::cout << "\t A: " << A << std::endl;
int B {0};
luaTable.Get("B", B);
std::cout << "\t B: " << B << std::endl;
luaTable.Close(); // close nested table "Test"
}
luaTable.Close(); // close "Table2"
}
if (luaTable.Open("Strings")) {
std::string k, v;
// Get string-field by index
luaTable.Get(1, k);
luaTable.Get(2, v);
std::cout << "Key: " << k << std::endl;
std::cout << "Value: " << v << std::endl;
luaTable.Close(); // close "Strings"
}
// Check lua's internal stack
std::cout << "stack top: " << lua.GetTop() << std::endl; // should be 0
return 0;
}