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Lua Bindings for CF and Box2D

This repo provides bindings to Lua for CF and Box2D. An executable file is generated called CF_Lua (feel free to rename this to whatever you like). You pass in a path to your main.lua file as the only command line parameter. The executable will start up your Lua script and call the main function. From there it's just a matter of calling into CF functions from Lua. All of the functions/constants are bound in wrap_cf.cpp, and you may view all bound functions/constants by calling dump_lua_api from within Lua.

Make sure to do git submodule update --init --recursive once you clone the repo.

Special Cases

Arrays - When calling a C function and passing arrays over to C, do NOT send in the length of the array. The array length gets automatically handled by the binding system.

Callbacks - Passing callbacks to C is done by sending a string of the function name in Lua, not the function itself. Example for fixed updates:

function update()
   -- do my fixed update here
end

function draw() end

while app_is_running() do
    app_update("update")
    draw()
end

Math types are all flattened. Each type has no keys, and is just a bunch of values. For example, 2d vectors (b2Vec2 and v2) are flattened into two floats. If we call a function in C that accepts some vectors, we must pass in each float explicitly from Lua. Example:

draw_push_color(r,g,b,a)
-- as opposed to
color = {r=r,g=g,b=b,a=a}
draw_push_color(color)

Otherwise there aren't too many quirks, and 99% of functions match 1:1 with the C function signatures.

Smalltalk made a cool hotreloader, you can check it out here: https://gist.github.com/waldnercharles/a3e314afccfac40ce4fbf42b83093c54

Binding New Stuff

You have CF and Box2D bindings as examples to follow if you ever want to add new stuff to Lua from C. This includes any other C library. It's possible to bind C++ libraries as well, but they need to either written in C-style or wrapped in a C API.

C++ APIs themselves are notoriously overcomplicated and don't map well to other languages. For this reason, I recommend to only stick to APIs that expose simple structs/pointers/handles. Bind.h has a ton of notes at the top of the header about how to bind and expose new things to Lua.

Building

I'm using latest version of VS2022. Unfortunately older versions won't work because Box2D authored their C API with the absolute newest features from C, meaning older versions of MSVC just won't compile. This is the _Atomic keyword. Just download/update to the latest version of MSVC and it will compile.

To compile with CMake it's easiest to just use msvc2202.cmd from the command line, and then look into build_msv_c2022 folder to open CF_Lua.sln. CMake should automatically fetch the latest Box2D and CF versions and then build it all together. From there, it's just a matter of messing around in main.lua.

I haven't made an elegant or well-written main.lua file yet. I'm just testing stuff out at low-level, but it does show drawing sprites, polylines, making some rigid bodies and static geometry. And I did also hook up debug drawing to Box2D.

To get going, I'd recommend to consider wrapping the CF/Box2D Lua functions inside your own Lua wrappers. This would be a good way to tweak the API and get in optional arguments and stuff.

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