Lua Table Argument


Lua is unique, its simple to setup, simple to learn, and simple to bind, most embedable scripting languages fail at least one of these.

I don’t cover building Lua as its trivial, you don’t need any special build flags, if you are on macOS you can use brew.

brew install lua

Linux will have similar, Windows errr … yeah anyway.

Create a Lua table, assign a value and pass it in as an argument …

#include <lua/lua.h>
#include <lua/lualib.h>
#include <lua/lauxlib.h>


void
lua_table_function(lua_State *L) {
        const char * script_d = "function update(self)\n print(self.name)\n end";
        luaL_dostring(L, script_d);

        /* create table */
        lua_getglobal(L, "update");

        lua_createtable(L, 1, 0);
        int table_index = lua_gettop(L);
        lua_pushstring(L, "name");
        lua_pushstring(L, "PlayerOne");
        lua_settable(L, -3);        

        int arg_count = 1;
        int ret_count = 0;
        if (lua_pcall(L, arg_count, ret_count, 0) != 0) {
                  printf("err %s\n", lua_tostring(L, -1));
        }
}


int
main() {
        lua_State *L = luaL_newstate();
        luaL_openlibs(L);

        lua_table_function(L);

        lua_close(L);

        return 0;
}

Outputs …

Lua to Native

Build and run …

clang lua.c -I /usr/local/include -L /usr/local/lib -llua && ./a.out