I'm messing around with variadic templates and trying to workout a luabinding scheme going. I know they exist but just trying to mess around with new features. I'm working is a VS2013 trial currently. I've created a functor class that is a wrapper around the information I need to call a lua function from the C++ side; However, I can't for the life of me get my template function that is made to push the variables onto the stack to unpack and work. I've tried every example on the net I could find and tried every way they mention how to unpack the values for function templates. I'm obviously missing something. All the examples I noticed took && move references. Is that a requirement?

/*
These functions push an item onto the lua stack
*/
template<typename T> inline void lua_push(lua_State* L,T&& t){ static_assert(false,      "Unsupported Type! Cannot set to lua stack"); }
template<> inline void lua_push<lua_CFunction>(lua_State* L,lua_CFunction&& func){      assert(L != nullptr && func != nullptr); lua_pushcfunction(L, func); }
template<> inline void lua_push<double>(lua_State* L,double&& d){ assert(L != nullptr);  lua_pushnumber(L, d); }
template<> inline void lua_push<int>(lua_State* L,int&& i){ assert(L != nullptr);  lua_pushinteger(L, i); }
template<> inline void lua_push<bool>(lua_State* L,bool&& b){ assert(L != nullptr);  lua_pushboolean(L, b); }
template<> inline void lua_push<std::string>(lua_State* L,std::string&& s){ assert(L != nullptr);  lua_pushlstring(L, s.c_str(), s.size()); }
template<> inline void lua_push<const char*>(lua_State* L,const char*&& s){ assert(L != nullptr); lua_pushstring(L, s); }

Then I want to unpack it in this class

template<typename Return,typename... Args> class LuaFunctor{};
/*
    A Lua function that will return a single value.
*/
template<typename Return,typename... Args> class LuaFunctor<Return(Args...)>
{
private:
    //The lua state the function exists on
    lua_State* m_luaState;
    //Name of the function to be called in lua
    std::string m_FunctionName;
public:
    //Return typedef
    typedef Return return_type;
    //The number of arguments the functor accepts
    static const int arguments = sizeof...(Args);
    //Constructors
    inline LuaFunctor(lua_State* L,const std::string& name) : m_luaState(L), m_FunctionName(name) {}
    inline LuaFunctor(lua_State* L,const char* name) : m_luaState(L), m_FunctionName(name) {}
    //Function call overload that allows the functor to act like a function call of luascript
    inline Return operator()(Args&&... args)
    {
        //Assert that the function name does exist and luaState is pointing to something hopefully meaningful
        assert(m_luaState != nullptr && m_FunctionName.size() != 0);
        //Set the function
        lua_getglobal(m_luaState, m_FunctionName.c_str());
        //Verify Lua function is pushed onto the stack
        assert(lua_isfunction(m_luaState, -1));
        //If arguments exist push them onto the stack
        if (sizeof...(Args) != 0)
        {
                    /*
                      How do I unpack this?????
                      I want to unpack this into multiple functions
                      One for each type of argument.
                    */
            lua_push(m_luaState, std::forward<Args>(args))...; 
        }
        //Call the function that is in lua
        int status = lua_pcall(m_luaState, sizeof...(Args), 1, 0);
        /*
            If there was an error calling the function throw an exception
            TODO: parse the error using luas builtin decode of the error for now just pass it on
            TODO: create lua_exception
        */
        if (status != 0) throw std::exception("Error calling lua function");
        //Return the value request by lua, error checking is built-in to the function to verify type
        return lua_get<Return>(m_luaState);
    }
};
有帮助吗?

解决方案

Here is the fix. Recursive function calls. Tried all sorts of hacks that I was reading about but this is clean and simple.

/*
    These functions push an item onto the lua stack
*/
template<typename First, typename... Rest> inline void lua_push(lua_State* L,First first,Rest... rest)
{
    lua_push(L, first);
    lua_push(L, rest...);
}
template<typename T> inline void lua_push(lua_State* L, T t){ static_assert(false, "Invalid type attemptiing to be pushed onto lua stack!"); }
template<> inline void lua_push<lua_CFunction>(lua_State* L, lua_CFunction func){ assert(L != nullptr && func != nullptr); lua_pushcfunction(L, func); }
template<> inline void lua_push<double>(lua_State* L, double d){assert(L != nullptr);  lua_pushnumber(L, d); }
template<> inline void lua_push<int>(lua_State* L, int i){ assert(L != nullptr);  lua_pushinteger(L, i); }
template<> inline void lua_push<bool>(lua_State* L, bool b){ assert(L != nullptr);  lua_pushboolean(L, b); }
template<> inline void lua_push<std::string>(lua_State* L, std::string s){assert(L != nullptr);  lua_pushlstring(L, s.c_str(), s.size()); }
template<> inline void lua_push<const char*>(lua_State* L,const char* s){ assert(L != nullptr); lua_pushstring(L, s); }

The code works perfectly now.

template<typename Return,typename... Args> class LuaFunctor<Return(Args...)>
{
private:
    //The lua state the function exists on
    lua_State* m_luaState;
    //Name of the function to be called in lua
    std::string m_FunctionName;
public:
    //Return typedef
    typedef Return return_type;
    //The number of arguments the functor accepts
    static const int arguments = sizeof...(Args);
    //Constructors
    inline LuaFunctor(lua_State* L,const std::string& name) : m_luaState(L), m_FunctionName(name) {}
    inline LuaFunctor(lua_State* L,const char* name) : m_luaState(L), m_FunctionName(name) {}
    //Function call overload that allows the functor to act like a function call of luascript
    inline Return operator()(Args... args)
    {
        //Assert that the function name does exist and luaState is pointing to something hopefully meaningful
        assert(m_luaState != nullptr && m_FunctionName.size() != 0);
        //Set the function
        lua_getglobal(m_luaState, m_FunctionName.c_str());
        //Verify Lua function is pushed onto the stack
        assert(lua_isfunction(m_luaState, -1));
        //If arguments exist push them onto the stack
        if (sizeof...(Args) != 0) lua_push(m_luaState, args...);
        //Call the function that is in lua
        int status = lua_pcall(m_luaState, sizeof...(Args), 1, 0);
        /*
            If there was an error calling the function throw an exception
            TODO: parse the error using luas builtin decode of the error for now just pass it on
            TODO: create lua_exception
        */
        if (status != 0)
        {
            report_errors(status);
            throw std::exception("Error calling lua function");
        }
        //Return the value request by lua, error checking is built-in to the function to verify type
        return lua_get<Return>(m_luaState);
    }
};

其他提示

The easiest would be to change lua_push into a bunch of overrides.

Have them return some copy or movable type (bool will do, or struct nothing{};).

Then:

auto sink[]={lua_push(m_luaState, std::forward<Args>(args))...};

which calls them all.

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