#include "LuaBridge/LuaBridge.h" int main() { lua_State* L = luaL_newstate(); luaL_openlibs(L); luabridge::getGlobalNamespace(L) .beginClass("Test") .addFunction("add", &Test::add) .endClass(); luabridge::LuaRef function = luabridge::getGlobal(L, "myFunction"); luabridge::LuaRef handler = luabridge::newFunction(L, function); luabridge::LuaStack stack(L); stack.executeFunctionByHandler(handler, 1, 2); lua_close(L); return 0; }
#include "lua.hpp" #include "LuaBridge/LuaBridge.h" int main() { lua_State* L = luaL_newstate(); luaL_openlibs(L); luaL_dofile(L, "test.lua"); luabridge::LuaRef function = luabridge::getGlobal(L, "myFunction"); luabridge::LuaRef handler = luabridge::newFunction(L, function); luabridge::LuaStack stack(L); stack.executeFunctionByHandler(handler, "Hello, World!"); lua_close(L); return 0; }This example demonstrates how to use `executeFunctionByHandler` to execute a Lua function defined in a separate script file (`test.lua`). The function takes a single string argument (`"Hello, World!"`) and prints it to the console. Based on these examples, it seems likely that the `LuaStack` is part of the `LuaBridge` library, which provides bindings between C++ and Lua.