npm install nodeluaNodeLua
======
NodeLua is a module to expose Lua bindings to Node.JS.
This is still a work in progress, collaborators welcome.
Requires Lua 5.1, will not work with 5.2
Lua and it's C libraries are required for this module to work.
``bash`
npm install nodelua
`javascript`
var nodelua = require('nodelua');
* NODELUA_INCLUDE - additional directory to search for lua.h in. example: NODELUA_INCLUDE=/opt/luaNODELUA_FLAGS
* - additional library flags to use. example: NODELUA_FLAGS=-llua5.1
bash
$ find /usr/include /usr/local/include -name lua.h | sed s/lua.h//
/usr/include/lua5.1/
$ pkg-config --libs-only-l --silence-errors lua || pkg-config --libs-only-l --silence-errors lua5.1
-llua5.1
`If instead they show nothing or an error then there are a few possible explanations:
* Lua Libraries are not installed
* This can be remedied with something like
[sudo] apt-get install liblua5.1-dev
* Lua Libraries are not in an expected location /usr/include/ or /usr/local/include
* This can be solved by setting install time environment variables NODELUA_INCLUDE and NODELUA_FLAGS
* NODELUA_INCLUDE="/path/where/lua.h/is/" NODELUA_FLAGS="-llua5.1" npm install nodelua
API
$3
The NodeLua module itself contains the object LuaState as well as some constants.
`javascript
var lua = new nodelua.LuaState('lua')
`#### -- STATUS
STATUS is an object that contains the constants for values returned by LuaState.status() or LuaState.statusSync().nodelua.STATUS conatins the following constants:
* YIELD: 1
* ERRRUN: 2
* ERRSYNTAX: 3
* ERRMEM: 4
* ERRERR: 5#### -- GC
GC is an object of constants used for controlling the lua garbage collector.nodelua.GC conatins the following constants:
* STOP: 0
* RESTART: 1
* COLLECT: 2
* COUNT: 3
* COUNTB: 4
* STEP: 5
* SETPAUSE: 6
* SETSTEPMUL: 7#### -- INFO
INFO is an object containing constants with information about the version of lua you are using.nodelua.INFO contains the following constants:
* VERSION
* VERSION_NUM
* COPYRIGHT
* AUTHORS$3
The LuaState is an object wrapper around a lua_State instance.#### -- new LuaState(name)
When creating a new
LuaState you must provide it with a name, this is to help stop conflicts between registering functions.
You should provide unique names to each LuaState instance.#### -- getName()
Returns the name provided when creating creating the
LuaState#### -- doFile(file_name, callback)
The
doFile method is used to load and execute lua code stored in file_name.
`javascript
lua.doFile('test.lua', function(error, ret_value){
if(!error && ret_value){
console.dir(ret_value);
} else{
console.error(error);
}
});
`#### -- doFileSync(file_name)
This is the synchronous version of
doFile, any value returned from the script is returned.
`javascript
var ret_value = lua.doFileSync('test.lua');
console.dir(ret_value);
`#### -- doString(lua_code, callback)
The
doString method is the same as doFile except the code is loaded from lua_code rather than from a file.
`javascript
lua.doString("print('Hello, Lua')", function(error, ret_value){
if(!error && ret_value){
console.dir(ret_value);
} else{
console.error(error);
}
});
`#### -- doStringSync(lua_code)
This is the synchronous version of
doString, any value returned from the script is returned.
`javascript
var ret_value = lua.doString("return 5");
console.dir(ret_value);
`#### -- setGlobal(name, value)
The
setGlobal method is used to provide lua with the global variable name containing the value value.
`javascript
lua.setGlobal('test', 'value');
`#### -- getGlobal(name)
The
getGlobal method is used to retrieve either a value set by setGlobal or a global variable in any lua code that has been run.
`javascript
console.log(lua.getGlobal('test'));
`#### -- registerFunction(name, func)
registerFunction is used to expose a javascript function to lua.
`javascript
lua.registerFunction('add_them', function(a, b){
return a + b;
});
var ret_value = lua.doStringSync('return add_them(2, 4)');
console.dir(ret_value);
`#### -- status(callback)
status will return the current status code for lua. The result can be 0 for normal or one of the error codes in nodelua.STATUS.
`javascript
lua.status(function(code){
if(code == nodelua.STATUS.ERRSYNTAX){
console.error('Lua Syntax Error');
}
});
`#### -- statusSync()
This is the synchronous version of
status
`javascript
var code = lua.statusSync();
console.dir(code);
`#### -- collectGarbage(GC_CODE, callback)
collectGarbage is used to control the lua garbage collector. GC_CODE should be one of the codes taken from nodelua.GC.
`javascript
lua.collectGarbage(nodelua.GC.COLLECT, function(code){
console.dir(code);
});
`#### -- collectGarbageSync(GC_CODE)
This is the synchronous version of
collectGarbage.
`javascript
var code = lua.collectGarbageSync(nodelua.GC.COLLECT);
console.dir(code);
`#### -- push(value)
Push
value onto the Lua stack.
`javascript
lua.push(5);
`#### -- pop(num)
Pop
num items from the stack. Default is 1.
`javascript
lua.pop(5);
`#### -- getTop()
Return the number of elements on the Lua stack.
`javascript
var num = lua.getTop();
`#### -- setTop(index)
Set the top of the Lua stack to
index.
`javascript
lua.setTop(3);
`#### -- replace(index)
Replaces the top stack element into the specified
index
`javascript
lua.replace(3);
`#### -- close()
close should be used whenever you have finished using a LuaState. This will simply call lua_close on the lua_State for that object.Example
See ./examples/.
`javascript
var nodelua = require('nodelua');
var lua = new nodelua.LuaState('example');lua.registerFunction('add_them', function(a, b){
return a + b;
});
lua.doFile('some_file.lua', function(error, ret_value){
console.dir(lua.getGlobal('some_var'));
});
``Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.