# Reuse Lua Bindings

pkpy provides a lua bridge to reuse lua bindings. It allows you to run lua code and call lua functions in python by embedding a lua virtual machine.

Add lua_bridge.hpp and lua_bridge.cpp in 3rd/lua_bridge to your project. Make sure lua.h, lualib.h and lauxlib.h are in your include path because lua_bridge.hpp needs them.

The lua bridge is based on lua 5.1.5 for maximum compatibility. lua 5.2 or higher should also work.

# Setup

Use initialize_lua_bridge(VM*, lua_State*) to initialize the lua bridge. This creates a new module lua in your python virtual machine.

You can use lua.dostring to execute lua code and get the result. And use lua.Table() to create a lua table. A lua.Table instance in python is a dict-like object which provides a bunch of magic methods to access the underlying lua table.

class Table:
    def keys(self) -> list:
        """Return a list of keys in the table."""

    def values(self) -> list:
        """Return a list of values in the table."""

    def items(self) -> list[tuple]:
        """Return a list of (key, value) pairs in the table."""

    def __len__(self) -> int:
        """Return the length of the table."""

    def __contains__(self, key) -> bool:
        """Return True if the table contains the key."""

    def __getitem__(self, key): ...
    def __setitem__(self, key, value): ...
    def __delitem__(self, key): ...
    def __getattr__(self, key): ...
    def __setattr__(self, key, value): ...
    def __delattr__(self, key): ...

Only basic types can be passed between python and lua. The following table shows the type mapping. If you pass an unsupported type, an exception will be raised.

Python type Lua type Allow create in Python? Reference?
None nil YES NO
bool boolean YES NO
int number YES NO
float number YES NO
str string YES NO
tuple table YES NO
list table YES NO
dict table YES NO
lua.Table table YES YES
lua.Function function NO YES

# Example

#include "lua_bridge.hpp"

using namespace pkpy;

int main(){
    VM* vm = new VM();

    // create lua state
    lua_State* L = luaL_newstate();

    // initialize lua bridge
    initialize_lua_bridge(vm, L);

    // dostring to get _G
    vm->exec("import lua");
    vm->exec("g = lua.dostring('return _G')");

    // create a table
    vm->exec("t = lua.Table()");
    vm->exec("t.a = 1");
    vm->exec("t.b = 2");

    // call lua function
    vm->exec("g.print(t.a + t.b)");     // 3
    return 0;