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property.cpp
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#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>
#include <iostream>
class Player {
public:
int get_hp() const {
return hp;
}
void set_hp(int value) {
hp = value;
}
int get_max_hp() const {
return maxhp;
}
void set_max_hp(int value) {
maxhp = value;
}
private:
int hp = 50;
int maxhp = 50;
};
int main(int, char*[]) {
std::cout << "=== properties from C++ functions ==="
<< std::endl;
sol::state lua;
lua.open_libraries(sol::lib::base);
lua.set("theplayer", Player());
// Yes, you can register after you set a value and it will
// connect up the usertype automatically
lua.new_usertype<Player>("Player",
"hp",
sol::property(&Player::get_hp, &Player::set_hp),
"maxHp",
sol::property(
&Player::get_max_hp, &Player::set_max_hp));
const auto& code = R"(
-- variable syntax, calls functions
theplayer.hp = 20
print('hp:', theplayer.hp)
print('max hp:', theplayer.maxHp)
)";
lua.script(code);
return 0;
}