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Hi,
I'm working on a project where I need to override the require function in Lua using C++.
My goal is to achieve the following:
Look up in a scripts map (C++): I have a map in C++ that contains script content and other flags (e.g., debug_mode = true/false). I want the require function to first check this map for the script.
Load at runtime: If the script is not found in the map, I want the require function to search for Lua scripts in a specified package path at runtime.
(Without hard-coding this path in the Lua script, but from a config file I parse in C++).
Here are some examples to illustrate what I'm trying to achieve:
Lua Example:
-- Custom require function in Luafunctioncustom_require(name)
-- Check the C++ map for the scriptlocalscript=cpp_lookup_script(name)
ifscriptthenreturnload(script)()
end-- Fallback to the default require behaviorreturnoriginal_require(name)
end-- Override the default require functionoriginal_require=requirerequire=custom_require
C++ Example:
#include<sol/sol.hpp>
#include<unordered_map>
#include<string>// Example script map
std::unordered_map<std::string, std::string> script_map = {
{"example", "print('Hello from example script!')"}
};
// Function to look up scripts in the map
std::string cpp_lookup_script(const std::string& name) {
auto it = script_map.find(name);
if (it != script_map.end()) {
return it->second;
}
return"";
}
intmain() {
sol::state lua;
lua.open_libraries(sol::lib::base);
// Expose the C++ lookup function to Lua
lua.set_function("cpp_lookup_script", cpp_lookup_script);
// Load and execute the Lua script that overrides require
lua.script(R"( original_require = require function custom_require(name) local script = cpp_lookup_script(name) if script ~= "" then return load(script)() end return original_require(name) end require = custom_require)");
// Test the custom require function
lua.script(R"( require('example'))");
return0;
}
Could you provide guidance or examples on how to implement this correctly in sol2?
Thank you!
The text was updated successfully, but these errors were encountered:
Hi,
I'm working on a project where I need to override the require function in Lua using C++.
My goal is to achieve the following:
Look up in a scripts map (C++): I have a map in C++ that contains script content and other flags (e.g., debug_mode = true/false). I want the require function to first check this map for the script.
Load at runtime: If the script is not found in the map, I want the require function to search for Lua scripts in a specified package path at runtime.
(Without hard-coding this path in the Lua script, but from a config file I parse in C++).
Here are some examples to illustrate what I'm trying to achieve:
Lua Example:
C++ Example:
Could you provide guidance or examples on how to implement this correctly in sol2?
Thank you!
The text was updated successfully, but these errors were encountered: