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LuaNativeObjects

This is a bindings generator for Lua & LuaJIT2. It can be used to generator both standard Lua C API & LuaJIT2 FFI based bindings for C libraries. Both standard & FFI based bindings are packaged in a single shared library (.so or .dll) file. When the module is loaded in LuaJIT2 (please use git HEAD version of LuaJIT2 for now) it will try to load the FFI-based bindings in-place of the standard Lua API bindings.

This bindings generator is design to create Object based bindings, instead of simple procedural bindings. So if you have a C structure (your object) and a set of C functions (your object's methods) that work on that structure, then you can turn them into a nice Lua object.

It is still possible to generator procedural bindings for C functions that don't belong to an object (use a package record instead of an object record).

Lua bindings using this generator

Template project for starting new bindings

There is a template for creating a new bindings project. This is a lua script for automatically creating a new project from the template.

To start a new bindings project run:

$ cd LuaNativeObjects/project_template/
$ lua RUN_THIS_FIRST.lua

Then answer the questions and it will setup the new project.

Example bindings

This example bindings code is take from the 'examples' folder.

-- define the 'gd' module
c_module "gd" {
-- when set to true all objects will be registered as a global for easy access.
use_globals = true,
-- enable FFI bindings support.
luajit_ffi = true,
-- load GD shared library.
ffi_load"gd",
-- include library's header file
include "gd.h",
object "gdImage" {
-- Use `ffi_cdef` records to pass extra C type info to FFI.
ffi_cdef[[
typedef struct gdImageStruct gdImage;
]],
-- The first constructor can be called as: gd.gdImage(x,y) or gd.gdImage.new(x,y)
-- The default name for a constructor is 'new'
constructor {
c_call "gdImage *" "gdImageCreate" { "int", "sx", "int", "sy" }
},
-- Other constructors can be called by there name: gd.gdImage.newTrueColor(x,y)
constructor "newTrueColor" {
c_call "gdImage *" "gdImageCreateTrueColor" { "int", "sx", "int", "sy" }
},
-- A named destructor allows freeing of the object before it gets GC'ed.
destructor "close" {
c_method_call "void" "gdImageDestroy" {}
},
method "color_allocate" {
-- bindings for simple methods/functions can be generated with `c_method_call` or `c_call`
-- records, which will generate both Lua API & FFI based bindings for the function.
c_method_call "int" "gdImageColorAllocate"
{ "int", "r", "int", "g", "int", "b" }
},
method "line" {
c_method_call "void" "gdImageLine"
{ "int", "x1", "int", "y1", "int", "x2", "int", "y2", "int", "colour" }
},
-- The next method need extra FFI types & function information.
ffi_cdef[[
/* dummy typedef for "FILE" */
typedef struct FILE FILE;
FILE *fopen(const char *path, const char *mode);
int fclose(FILE *fp);
void gdImagePng(gdImage *im, FILE *out);
]],
-- This method is more complex and can't be generated with a simple `c_method_call` record.
method "toPNG" {
-- Use `var_in`/`var_out` records to define parameters & return values.
var_in { "const char *", "name" },
-- Use `c_source` records to provide the C code for this method.
c_source [[
FILE *pngout = fopen( ${name}, "wb");
gdImagePng(${this}, pngout);
fclose(pngout);
]],
-- if you want this method to have FFI-based bindings you will need to use a `ffi_source` record
ffi_source [[
local pngout = ffi.C.fopen(${name}, "wb")
C.gdImagePng(${this}, pngout)
ffi.C.fclose(pngout)
]]
},
}
}

Marking input & output variables

The c_call & c_method_call records have support for annotating the return type and function parameters to control how the generated bindings work.

c_call "int>1" "func_name"
{ "ObjectType1", "&need_pointer_to_pointer_is_out_var_idx2>2", "ClassObject", "this<1" }

<idx, mark as an input parameter from Lua. The idx value controls the order of input parameters.

>idx, mark as an output that will be returned from the function back to Lua. The idx value controls the order of output values as returned to Lua.

!, mark will cause owner-ship of an object to transfer between C & Lua. For output variables Lua will take owner-ship the object instance and free it when the object's __gc is called. For input variables Lua will give-up owner-ship of the object and only keep a reference to the object.

#var, reference the length of the named variable var. This is used for 'string' type input parameters.

?, mark the input parameter as optional.

&, this will wrap the variable access with &(var) to pass a pointer to the value. This is needed for some C functions that have output parameters.

*, this will wrap the variable access with *(var) to de-reference a pointer and pass it by-value.

About

A Lua bindings generator written in Lua.

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
This repository was archived by the owner on Nov 20, 2020. It is now read-only.

Repository files navigation

LuaNativeObjects

This is a bindings generator for Lua & LuaJIT2. It can be used to generator both standard Lua C API & LuaJIT2 FFI based bindings for C libraries. Both standard & FFI based bindings are packaged in a single shared library (.so or .dll) file. When the module is loaded in LuaJIT2 (please use git HEAD version of LuaJIT2 for now) it will try to load the FFI-based bindings in-place of the standard Lua API bindings.

This bindings generator is design to create Object based bindings, instead of simple procedural bindings. So if you have a C structure (your object) and a set of C functions (your object's methods) that work on that structure, then you can turn them into a nice Lua object.

It is still possible to generator procedural bindings for C functions that don't belong to an object (use a package record instead of an object record).

Lua bindings using this generator

Template project for starting new bindings

There is a template for creating a new bindings project. This is a lua script for automatically creating a new project from the template.

To start a new bindings project run:

$ cd LuaNativeObjects/project_template/
$ lua RUN_THIS_FIRST.lua

Then answer the questions and it will setup the new project.

Example bindings

This example bindings code is take from the 'examples' folder.

-- define the 'gd' module
c_module "gd" {
-- when set to true all objects will be registered as a global for easy access.
use_globals = true,
-- enable FFI bindings support.
luajit_ffi = true,
-- load GD shared library.
ffi_load"gd",
-- include library's header file
include "gd.h",
object "gdImage" {
-- Use `ffi_cdef` records to pass extra C type info to FFI.
ffi_cdef[[
typedef struct gdImageStruct gdImage;
]],
-- The first constructor can be called as: gd.gdImage(x,y) or gd.gdImage.new(x,y)
-- The default name for a constructor is 'new'
constructor {
c_call "gdImage *" "gdImageCreate" { "int", "sx", "int", "sy" }
},
-- Other constructors can be called by there name: gd.gdImage.newTrueColor(x,y)
constructor "newTrueColor" {
c_call "gdImage *" "gdImageCreateTrueColor" { "int", "sx", "int", "sy" }
},
-- A named destructor allows freeing of the object before it gets GC'ed.
destructor "close" {
c_method_call "void" "gdImageDestroy" {}
},
method "color_allocate" {
-- bindings for simple methods/functions can be generated with `c_method_call` or `c_call`
-- records, which will generate both Lua API & FFI based bindings for the function.
c_method_call "int" "gdImageColorAllocate"
{ "int", "r", "int", "g", "int", "b" }
},
method "line" {
c_method_call "void" "gdImageLine"
{ "int", "x1", "int", "y1", "int", "x2", "int", "y2", "int", "colour" }
},
-- The next method need extra FFI types & function information.
ffi_cdef[[
/* dummy typedef for "FILE" */
typedef struct FILE FILE;
FILE *fopen(const char *path, const char *mode);
int fclose(FILE *fp);
void gdImagePng(gdImage *im, FILE *out);
]],
-- This method is more complex and can't be generated with a simple `c_method_call` record.
method "toPNG" {
-- Use `var_in`/`var_out` records to define parameters & return values.
var_in { "const char *", "name" },
-- Use `c_source` records to provide the C code for this method.
c_source [[
FILE *pngout = fopen( ${name}, "wb");
gdImagePng(${this}, pngout);
fclose(pngout);
]],
-- if you want this method to have FFI-based bindings you will need to use a `ffi_source` record
ffi_source [[
local pngout = ffi.C.fopen(${name}, "wb")
C.gdImagePng(${this}, pngout)
ffi.C.fclose(pngout)
]]
},
}
}

Marking input & output variables

The c_call & c_method_call records have support for annotating the return type and function parameters to control how the generated bindings work.

c_call "int>1" "func_name"
{ "ObjectType1", "&need_pointer_to_pointer_is_out_var_idx2>2", "ClassObject", "this<1" }

<idx, mark as an input parameter from Lua. The idx value controls the order of input parameters.

>idx, mark as an output that will be returned from the function back to Lua. The idx value controls the order of output values as returned to Lua.

!, mark will cause owner-ship of an object to transfer between C & Lua. For output variables Lua will take owner-ship the object instance and free it when the object's __gc is called. For input variables Lua will give-up owner-ship of the object and only keep a reference to the object.

#var, reference the length of the named variable var. This is used for 'string' type input parameters.

?, mark the input parameter as optional.

&, this will wrap the variable access with &(var) to pass a pointer to the value. This is needed for some C functions that have output parameters.

*, this will wrap the variable access with *(var) to de-reference a pointer and pass it by-value.

About

A Lua bindings generator written in Lua.

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Nov 20, 2020. It is now read-only.

Repository files navigation

LuaNativeObjects

This is a bindings generator for Lua & LuaJIT2. It can be used to generator both standard Lua C API & LuaJIT2 FFI based bindings for C libraries. Both standard & FFI based bindings are packaged in a single shared library (.so or .dll) file. When the module is loaded in LuaJIT2 (please use git HEAD version of LuaJIT2 for now) it will try to load the FFI-based bindings in-place of the standard Lua API bindings.

This bindings generator is design to create Object based bindings, instead of simple procedural bindings. So if you have a C structure (your object) and a set of C functions (your object's methods) that work on that structure, then you can turn them into a nice Lua object.

It is still possible to generator procedural bindings for C functions that don't belong to an object (use a package record instead of an object record).

Lua bindings using this generator

Template project for starting new bindings

There is a template for creating a new bindings project. This is a lua script for automatically creating a new project from the template.

To start a new bindings project run:

$ cd LuaNativeObjects/project_template/
$ lua RUN_THIS_FIRST.lua

Then answer the questions and it will setup the new project.

Example bindings

This example bindings code is take from the 'examples' folder.

-- define the 'gd' module
c_module "gd" {
-- when set to true all objects will be registered as a global for easy access.
use_globals = true,
-- enable FFI bindings support.
luajit_ffi = true,
-- load GD shared library.
ffi_load"gd",
-- include library's header file
include "gd.h",
object "gdImage" {
-- Use `ffi_cdef` records to pass extra C type info to FFI.
ffi_cdef[[
typedef struct gdImageStruct gdImage;
]],
-- The first constructor can be called as: gd.gdImage(x,y) or gd.gdImage.new(x,y)
-- The default name for a constructor is 'new'
constructor {
c_call "gdImage *" "gdImageCreate" { "int", "sx", "int", "sy" }
},
-- Other constructors can be called by there name: gd.gdImage.newTrueColor(x,y)
constructor "newTrueColor" {
c_call "gdImage *" "gdImageCreateTrueColor" { "int", "sx", "int", "sy" }
},
-- A named destructor allows freeing of the object before it gets GC'ed.
destructor "close" {
c_method_call "void" "gdImageDestroy" {}
},
method "color_allocate" {
-- bindings for simple methods/functions can be generated with `c_method_call` or `c_call`
-- records, which will generate both Lua API & FFI based bindings for the function.
c_method_call "int" "gdImageColorAllocate"
{ "int", "r", "int", "g", "int", "b" }
},
method "line" {
c_method_call "void" "gdImageLine"
{ "int", "x1", "int", "y1", "int", "x2", "int", "y2", "int", "colour" }
},
-- The next method need extra FFI types & function information.
ffi_cdef[[
/* dummy typedef for "FILE" */
typedef struct FILE FILE;
FILE *fopen(const char *path, const char *mode);
int fclose(FILE *fp);
void gdImagePng(gdImage *im, FILE *out);
]],
-- This method is more complex and can't be generated with a simple `c_method_call` record.
method "toPNG" {
-- Use `var_in`/`var_out` records to define parameters & return values.
var_in { "const char *", "name" },
-- Use `c_source` records to provide the C code for this method.
c_source [[
FILE *pngout = fopen( ${name}, "wb");
gdImagePng(${this}, pngout);
fclose(pngout);
]],
-- if you want this method to have FFI-based bindings you will need to use a `ffi_source` record
ffi_source [[
local pngout = ffi.C.fopen(${name}, "wb")
C.gdImagePng(${this}, pngout)
ffi.C.fclose(pngout)
]]
},
}
}

Marking input & output variables

The c_call & c_method_call records have support for annotating the return type and function parameters to control how the generated bindings work.

c_call "int>1" "func_name"
{ "ObjectType1", "&need_pointer_to_pointer_is_out_var_idx2>2", "ClassObject", "this<1" }

<idx, mark as an input parameter from Lua. The idx value controls the order of input parameters.

>idx, mark as an output that will be returned from the function back to Lua. The idx value controls the order of output values as returned to Lua.

!, mark will cause owner-ship of an object to transfer between C & Lua. For output variables Lua will take owner-ship the object instance and free it when the object's __gc is called. For input variables Lua will give-up owner-ship of the object and only keep a reference to the object.

#var, reference the length of the named variable var. This is used for 'string' type input parameters.

?, mark the input parameter as optional.

&, this will wrap the variable access with &(var) to pass a pointer to the value. This is needed for some C functions that have output parameters.

*, this will wrap the variable access with *(var) to de-reference a pointer and pass it by-value.

About

A Lua bindings generator written in Lua.

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Nov 20, 2020. It is now read-only.

Repository files navigation

LuaNativeObjects

This is a bindings generator for Lua & LuaJIT2. It can be used to generator both standard Lua C API & LuaJIT2 FFI based bindings for C libraries. Both standard & FFI based bindings are packaged in a single shared library (.so or .dll) file. When the module is loaded in LuaJIT2 (please use git HEAD version of LuaJIT2 for now) it will try to load the FFI-based bindings in-place of the standard Lua API bindings.

This bindings generator is design to create Object based bindings, instead of simple procedural bindings. So if you have a C structure (your object) and a set of C functions (your object's methods) that work on that structure, then you can turn them into a nice Lua object.

It is still possible to generator procedural bindings for C functions that don't belong to an object (use a package record instead of an object record).

Lua bindings using this generator

Template project for starting new bindings

There is a template for creating a new bindings project. This is a lua script for automatically creating a new project from the template.

To start a new bindings project run:

$ cd LuaNativeObjects/project_template/
$ lua RUN_THIS_FIRST.lua

Then answer the questions and it will setup the new project.

Example bindings

This example bindings code is take from the 'examples' folder.

-- define the 'gd' module
c_module "gd" {
-- when set to true all objects will be registered as a global for easy access.
use_globals = true,
-- enable FFI bindings support.
luajit_ffi = true,
-- load GD shared library.
ffi_load"gd",
-- include library's header file
include "gd.h",
object "gdImage" {
-- Use `ffi_cdef` records to pass extra C type info to FFI.
ffi_cdef[[
typedef struct gdImageStruct gdImage;
]],
-- The first constructor can be called as: gd.gdImage(x,y) or gd.gdImage.new(x,y)
-- The default name for a constructor is 'new'
constructor {
c_call "gdImage *" "gdImageCreate" { "int", "sx", "int", "sy" }
},
-- Other constructors can be called by there name: gd.gdImage.newTrueColor(x,y)
constructor "newTrueColor" {
c_call "gdImage *" "gdImageCreateTrueColor" { "int", "sx", "int", "sy" }
},
-- A named destructor allows freeing of the object before it gets GC'ed.
destructor "close" {
c_method_call "void" "gdImageDestroy" {}
},
method "color_allocate" {
-- bindings for simple methods/functions can be generated with `c_method_call` or `c_call`
-- records, which will generate both Lua API & FFI based bindings for the function.
c_method_call "int" "gdImageColorAllocate"
{ "int", "r", "int", "g", "int", "b" }
},
method "line" {
c_method_call "void" "gdImageLine"
{ "int", "x1", "int", "y1", "int", "x2", "int", "y2", "int", "colour" }
},
-- The next method need extra FFI types & function information.
ffi_cdef[[
/* dummy typedef for "FILE" */
typedef struct FILE FILE;
FILE *fopen(const char *path, const char *mode);
int fclose(FILE *fp);
void gdImagePng(gdImage *im, FILE *out);
]],
-- This method is more complex and can't be generated with a simple `c_method_call` record.
method "toPNG" {
-- Use `var_in`/`var_out` records to define parameters & return values.
var_in { "const char *", "name" },
-- Use `c_source` records to provide the C code for this method.
c_source [[
FILE *pngout = fopen( ${name}, "wb");
gdImagePng(${this}, pngout);
fclose(pngout);
]],
-- if you want this method to have FFI-based bindings you will need to use a `ffi_source` record
ffi_source [[
local pngout = ffi.C.fopen(${name}, "wb")
C.gdImagePng(${this}, pngout)
ffi.C.fclose(pngout)
]]
},
}
}

Marking input & output variables

The c_call & c_method_call records have support for annotating the return type and function parameters to control how the generated bindings work.

c_call "int>1" "func_name"
{ "ObjectType1", "&need_pointer_to_pointer_is_out_var_idx2>2", "ClassObject", "this<1" }

<idx, mark as an input parameter from Lua. The idx value controls the order of input parameters.

>idx, mark as an output that will be returned from the function back to Lua. The idx value controls the order of output values as returned to Lua.

!, mark will cause owner-ship of an object to transfer between C & Lua. For output variables Lua will take owner-ship the object instance and free it when the object's __gc is called. For input variables Lua will give-up owner-ship of the object and only keep a reference to the object.

#var, reference the length of the named variable var. This is used for 'string' type input parameters.

?, mark the input parameter as optional.

&, this will wrap the variable access with &(var) to pass a pointer to the value. This is needed for some C functions that have output parameters.

*, this will wrap the variable access with *(var) to de-reference a pointer and pass it by-value.

About

A Lua bindings generator written in Lua.

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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LuaNativeObjects

This is a bindings generator for Lua & LuaJIT2. It can be used to generator both standard Lua C API & LuaJIT2 FFI based bindings for C libraries. Both standard & FFI based bindings are packaged in a single shared library (.so or .dll) file. When the module is loaded in LuaJIT2 (please use git HEAD version of LuaJIT2 for now) it will try to load the FFI-based bindings in-place of the standard Lua API bindings.

This bindings generator is design to create Object based bindings, instead of simple procedural bindings. So if you have a C structure (your object) and a set of C functions (your object's methods) that work on that structure, then you can turn them into a nice Lua object.

It is still possible to generator procedural bindings for C functions that don't belong to an object (use a package record instead of an object record).

Lua bindings using this generator

Template project for starting new bindings

There is a template for creating a new bindings project. This is a lua script for automatically creating a new project from the template.

To start a new bindings project run:

$ cd LuaNativeObjects/project_template/
$ lua RUN_THIS_FIRST.lua

Then answer the questions and it will setup the new project.

Example bindings

This example bindings code is take from the 'examples' folder.

-- define the 'gd' module
c_module "gd" {
-- when set to true all objects will be registered as a global for easy access.
use_globals = true,
-- enable FFI bindings support.
luajit_ffi = true,
-- load GD shared library.
ffi_load"gd",
-- include library's header file
include "gd.h",
object "gdImage" {
-- Use `ffi_cdef` records to pass extra C type info to FFI.
ffi_cdef[[
typedef struct gdImageStruct gdImage;
]],
-- The first constructor can be called as: gd.gdImage(x,y) or gd.gdImage.new(x,y)
-- The default name for a constructor is 'new'
constructor {
c_call "gdImage *" "gdImageCreate" { "int", "sx", "int", "sy" }
},
-- Other constructors can be called by there name: gd.gdImage.newTrueColor(x,y)
constructor "newTrueColor" {
c_call "gdImage *" "gdImageCreateTrueColor" { "int", "sx", "int", "sy" }
},
-- A named destructor allows freeing of the object before it gets GC'ed.
destructor "close" {
c_method_call "void" "gdImageDestroy" {}
},
method "color_allocate" {
-- bindings for simple methods/functions can be generated with `c_method_call` or `c_call`
-- records, which will generate both Lua API & FFI based bindings for the function.
c_method_call "int" "gdImageColorAllocate"
{ "int", "r", "int", "g", "int", "b" }
},
method "line" {
c_method_call "void" "gdImageLine"
{ "int", "x1", "int", "y1", "int", "x2", "int", "y2", "int", "colour" }
},
-- The next method need extra FFI types & function information.
ffi_cdef[[
/* dummy typedef for "FILE" */
typedef struct FILE FILE;
FILE *fopen(const char *path, const char *mode);
int fclose(FILE *fp);
void gdImagePng(gdImage *im, FILE *out);
]],
-- This method is more complex and can't be generated with a simple `c_method_call` record.
method "toPNG" {
-- Use `var_in`/`var_out` records to define parameters & return values.
var_in { "const char *", "name" },
-- Use `c_source` records to provide the C code for this method.
c_source [[
FILE *pngout = fopen( ${name}, "wb");
gdImagePng(${this}, pngout);
fclose(pngout);
]],
-- if you want this method to have FFI-based bindings you will need to use a `ffi_source` record
ffi_source [[
local pngout = ffi.C.fopen(${name}, "wb")
C.gdImagePng(${this}, pngout)
ffi.C.fclose(pngout)
]]
},
}
}

Marking input & output variables

The c_call & c_method_call records have support for annotating the return type and function parameters to control how the generated bindings work.

c_call "int>1" "func_name"
{ "ObjectType1", "&need_pointer_to_pointer_is_out_var_idx2>2", "ClassObject", "this<1" }

<idx, mark as an input parameter from Lua. The idx value controls the order of input parameters.

>idx, mark as an output that will be returned from the function back to Lua. The idx value controls the order of output values as returned to Lua.

!, mark will cause owner-ship of an object to transfer between C & Lua. For output variables Lua will take owner-ship the object instance and free it when the object's __gc is called. For input variables Lua will give-up owner-ship of the object and only keep a reference to the object.

#var, reference the length of the named variable var. This is used for 'string' type input parameters.

?, mark the input parameter as optional.

&, this will wrap the variable access with &(var) to pass a pointer to the value. This is needed for some C functions that have output parameters.

*, this will wrap the variable access with *(var) to de-reference a pointer and pass it by-value.

About

A Lua bindings generator written in Lua.

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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This repository was archived by the owner on Nov 20, 2020. It is now read-only.

Repository files navigation

LuaNativeObjects

This is a bindings generator for Lua & LuaJIT2. It can be used to generator both standard Lua C API & LuaJIT2 FFI based bindings for C libraries. Both standard & FFI based bindings are packaged in a single shared library (.so or .dll) file. When the module is loaded in LuaJIT2 (please use git HEAD version of LuaJIT2 for now) it will try to load the FFI-based bindings in-place of the standard Lua API bindings.

This bindings generator is design to create Object based bindings, instead of simple procedural bindings. So if you have a C structure (your object) and a set of C functions (your object's methods) that work on that structure, then you can turn them into a nice Lua object.

It is still possible to generator procedural bindings for C functions that don't belong to an object (use a package record instead of an object record).

Lua bindings using this generator

Template project for starting new bindings

There is a template for creating a new bindings project. This is a lua script for automatically creating a new project from the template.

To start a new bindings project run:

$ cd LuaNativeObjects/project_template/
$ lua RUN_THIS_FIRST.lua

Then answer the questions and it will setup the new project.

Example bindings

This example bindings code is take from the 'examples' folder.

-- define the 'gd' module
c_module "gd" {
-- when set to true all objects will be registered as a global for easy access.
use_globals = true,
-- enable FFI bindings support.
luajit_ffi = true,
-- load GD shared library.
ffi_load"gd",
-- include library's header file
include "gd.h",
object "gdImage" {
-- Use `ffi_cdef` records to pass extra C type info to FFI.
ffi_cdef[[
typedef struct gdImageStruct gdImage;
]],
-- The first constructor can be called as: gd.gdImage(x,y) or gd.gdImage.new(x,y)
-- The default name for a constructor is 'new'
constructor {
c_call "gdImage *" "gdImageCreate" { "int", "sx", "int", "sy" }
},
-- Other constructors can be called by there name: gd.gdImage.newTrueColor(x,y)
constructor "newTrueColor" {
c_call "gdImage *" "gdImageCreateTrueColor" { "int", "sx", "int", "sy" }
},
-- A named destructor allows freeing of the object before it gets GC'ed.
destructor "close" {
c_method_call "void" "gdImageDestroy" {}
},
method "color_allocate" {
-- bindings for simple methods/functions can be generated with `c_method_call` or `c_call`
-- records, which will generate both Lua API & FFI based bindings for the function.
c_method_call "int" "gdImageColorAllocate"
{ "int", "r", "int", "g", "int", "b" }
},
method "line" {
c_method_call "void" "gdImageLine"
{ "int", "x1", "int", "y1", "int", "x2", "int", "y2", "int", "colour" }
},
-- The next method need extra FFI types & function information.
ffi_cdef[[
/* dummy typedef for "FILE" */
typedef struct FILE FILE;
FILE *fopen(const char *path, const char *mode);
int fclose(FILE *fp);
void gdImagePng(gdImage *im, FILE *out);
]],
-- This method is more complex and can't be generated with a simple `c_method_call` record.
method "toPNG" {
-- Use `var_in`/`var_out` records to define parameters & return values.
var_in { "const char *", "name" },
-- Use `c_source` records to provide the C code for this method.
c_source [[
FILE *pngout = fopen( ${name}, "wb");
gdImagePng(${this}, pngout);
fclose(pngout);
]],
-- if you want this method to have FFI-based bindings you will need to use a `ffi_source` record
ffi_source [[
local pngout = ffi.C.fopen(${name}, "wb")
C.gdImagePng(${this}, pngout)
ffi.C.fclose(pngout)
]]
},
}
}

Marking input & output variables

The c_call & c_method_call records have support for annotating the return type and function parameters to control how the generated bindings work.

c_call "int>1" "func_name"
{ "ObjectType1", "&need_pointer_to_pointer_is_out_var_idx2>2", "ClassObject", "this<1" }

<idx, mark as an input parameter from Lua. The idx value controls the order of input parameters.

>idx, mark as an output that will be returned from the function back to Lua. The idx value controls the order of output values as returned to Lua.

!, mark will cause owner-ship of an object to transfer between C & Lua. For output variables Lua will take owner-ship the object instance and free it when the object's __gc is called. For input variables Lua will give-up owner-ship of the object and only keep a reference to the object.

#var, reference the length of the named variable var. This is used for 'string' type input parameters.

?, mark the input parameter as optional.

&, this will wrap the variable access with &(var) to pass a pointer to the value. This is needed for some C functions that have output parameters.

*, this will wrap the variable access with *(var) to de-reference a pointer and pass it by-value.

About

A Lua bindings generator written in Lua.

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Nov 20, 2020. It is now read-only.

Repository files navigation

LuaNativeObjects

This is a bindings generator for Lua & LuaJIT2. It can be used to generator both standard Lua C API & LuaJIT2 FFI based bindings for C libraries. Both standard & FFI based bindings are packaged in a single shared library (.so or .dll) file. When the module is loaded in LuaJIT2 (please use git HEAD version of LuaJIT2 for now) it will try to load the FFI-based bindings in-place of the standard Lua API bindings.

This bindings generator is design to create Object based bindings, instead of simple procedural bindings. So if you have a C structure (your object) and a set of C functions (your object's methods) that work on that structure, then you can turn them into a nice Lua object.

It is still possible to generator procedural bindings for C functions that don't belong to an object (use a package record instead of an object record).

Lua bindings using this generator

Template project for starting new bindings

There is a template for creating a new bindings project. This is a lua script for automatically creating a new project from the template.

To start a new bindings project run:

$ cd LuaNativeObjects/project_template/
$ lua RUN_THIS_FIRST.lua

Then answer the questions and it will setup the new project.

Example bindings

This example bindings code is take from the 'examples' folder.

-- define the 'gd' module
c_module "gd" {
-- when set to true all objects will be registered as a global for easy access.
use_globals = true,
-- enable FFI bindings support.
luajit_ffi = true,
-- load GD shared library.
ffi_load"gd",
-- include library's header file
include "gd.h",
object "gdImage" {
-- Use `ffi_cdef` records to pass extra C type info to FFI.
ffi_cdef[[
typedef struct gdImageStruct gdImage;
]],
-- The first constructor can be called as: gd.gdImage(x,y) or gd.gdImage.new(x,y)
-- The default name for a constructor is 'new'
constructor {
c_call "gdImage *" "gdImageCreate" { "int", "sx", "int", "sy" }
},
-- Other constructors can be called by there name: gd.gdImage.newTrueColor(x,y)
constructor "newTrueColor" {
c_call "gdImage *" "gdImageCreateTrueColor" { "int", "sx", "int", "sy" }
},
-- A named destructor allows freeing of the object before it gets GC'ed.
destructor "close" {
c_method_call "void" "gdImageDestroy" {}
},
method "color_allocate" {
-- bindings for simple methods/functions can be generated with `c_method_call` or `c_call`
-- records, which will generate both Lua API & FFI based bindings for the function.
c_method_call "int" "gdImageColorAllocate"
{ "int", "r", "int", "g", "int", "b" }
},
method "line" {
c_method_call "void" "gdImageLine"
{ "int", "x1", "int", "y1", "int", "x2", "int", "y2", "int", "colour" }
},
-- The next method need extra FFI types & function information.
ffi_cdef[[
/* dummy typedef for "FILE" */
typedef struct FILE FILE;
FILE *fopen(const char *path, const char *mode);
int fclose(FILE *fp);
void gdImagePng(gdImage *im, FILE *out);
]],
-- This method is more complex and can't be generated with a simple `c_method_call` record.
method "toPNG" {
-- Use `var_in`/`var_out` records to define parameters & return values.
var_in { "const char *", "name" },
-- Use `c_source` records to provide the C code for this method.
c_source [[
FILE *pngout = fopen( ${name}, "wb");
gdImagePng(${this}, pngout);
fclose(pngout);
]],
-- if you want this method to have FFI-based bindings you will need to use a `ffi_source` record
ffi_source [[
local pngout = ffi.C.fopen(${name}, "wb")
C.gdImagePng(${this}, pngout)
ffi.C.fclose(pngout)
]]
},
}
}

Marking input & output variables

The c_call & c_method_call records have support for annotating the return type and function parameters to control how the generated bindings work.

c_call "int>1" "func_name"
{ "ObjectType1", "&need_pointer_to_pointer_is_out_var_idx2>2", "ClassObject", "this<1" }

<idx, mark as an input parameter from Lua. The idx value controls the order of input parameters.

>idx, mark as an output that will be returned from the function back to Lua. The idx value controls the order of output values as returned to Lua.

!, mark will cause owner-ship of an object to transfer between C & Lua. For output variables Lua will take owner-ship the object instance and free it when the object's __gc is called. For input variables Lua will give-up owner-ship of the object and only keep a reference to the object.

#var, reference the length of the named variable var. This is used for 'string' type input parameters.

?, mark the input parameter as optional.

&, this will wrap the variable access with &(var) to pass a pointer to the value. This is needed for some C functions that have output parameters.

*, this will wrap the variable access with *(var) to de-reference a pointer and pass it by-value.

About

A Lua bindings generator written in Lua.

Resources

Stars

2 stars

Watchers

5 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content
This repository was archived by the owner on Nov 20, 2020. It is now read-only.

Repository files navigation

LuaNativeObjects

This is a bindings generator for Lua & LuaJIT2. It can be used to generator both standard Lua C API & LuaJIT2 FFI based bindings for C libraries. Both standard & FFI based bindings are packaged in a single shared library (.so or .dll) file. When the module is loaded in LuaJIT2 (please use git HEAD version of LuaJIT2 for now) it will try to load the FFI-based bindings in-place of the standard Lua API bindings.

This bindings generator is design to create Object based bindings, instead of simple procedural bindings. So if you have a C structure (your object) and a set of C functions (your object's methods) that work on that structure, then you can turn them into a nice Lua object.

It is still possible to generator procedural bindings for C functions that don't belong to an object (use a package record instead of an object record).

Lua bindings using this generator

Template project for starting new bindings

There is a template for creating a new bindings project. This is a lua script for automatically creating a new project from the template.

To start a new bindings project run:

$ cd LuaNativeObjects/project_template/
$ lua RUN_THIS_FIRST.lua

Then answer the questions and it will setup the new project.

Example bindings

This example bindings code is take from the 'examples' folder.

-- define the 'gd' module
c_module "gd" {
-- when set to true all objects will be registered as a global for easy access.
use_globals = true,
-- enable FFI bindings support.
luajit_ffi = true,
-- load GD shared library.
ffi_load"gd",
-- include library's header file
include "gd.h",
object "gdImage" {
-- Use `ffi_cdef` records to pass extra C type info to FFI.
ffi_cdef[[
typedef struct gdImageStruct gdImage;
]],
-- The first constructor can be called as: gd.gdImage(x,y) or gd.gdImage.new(x,y)
-- The default name for a constructor is 'new'
constructor {
c_call "gdImage *" "gdImageCreate" { "int", "sx", "int", "sy" }
},
-- Other constructors can be called by there name: gd.gdImage.newTrueColor(x,y)
constructor "newTrueColor" {
c_call "gdImage *" "gdImageCreateTrueColor" { "int", "sx", "int", "sy" }
},
-- A named destructor allows freeing of the object before it gets GC'ed.
destructor "close" {
c_method_call "void" "gdImageDestroy" {}
},
method "color_allocate" {
-- bindings for simple methods/functions can be generated with `c_method_call` or `c_call`
-- records, which will generate both Lua API & FFI based bindings for the function.
c_method_call "int" "gdImageColorAllocate"
{ "int", "r", "int", "g", "int", "b" }
},
method "line" {
c_method_call "void" "gdImageLine"
{ "int", "x1", "int", "y1", "int", "x2", "int", "y2", "int", "colour" }
},
-- The next method need extra FFI types & function information.
ffi_cdef[[
/* dummy typedef for "FILE" */
typedef struct FILE FILE;
FILE *fopen(const char *path, const char *mode);
int fclose(FILE *fp);
void gdImagePng(gdImage *im, FILE *out);
]],
-- This method is more complex and can't be generated with a simple `c_method_call` record.
method "toPNG" {
-- Use `var_in`/`var_out` records to define parameters & return values.
var_in { "const char *", "name" },
-- Use `c_source` records to provide the C code for this method.
c_source [[
FILE *pngout = fopen( ${name}, "wb");
gdImagePng(${this}, pngout);
fclose(pngout);
]],
-- if you want this method to have FFI-based bindings you will need to use a `ffi_source` record
ffi_source [[
local pngout = ffi.C.fopen(${name}, "wb")
C.gdImagePng(${this}, pngout)
ffi.C.fclose(pngout)
]]
},
}
}

Marking input & output variables

The c_call & c_method_call records have support for annotating the return type and function parameters to control how the generated bindings work.

c_call "int>1" "func_name"
{ "ObjectType1", "&need_pointer_to_pointer_is_out_var_idx2>2", "ClassObject", "this<1" }

<idx, mark as an input parameter from Lua. The idx value controls the order of input parameters.

>idx, mark as an output that will be returned from the function back to Lua. The idx value controls the order of output values as returned to Lua.

!, mark will cause owner-ship of an object to transfer between C & Lua. For output variables Lua will take owner-ship the object instance and free it when the object's __gc is called. For input variables Lua will give-up owner-ship of the object and only keep a reference to the object.

#var, reference the length of the named variable var. This is used for 'string' type input parameters.

?, mark the input parameter as optional.

&, this will wrap the variable access with &(var) to pass a pointer to the value. This is needed for some C functions that have output parameters.

*, this will wrap the variable access with *(var) to de-reference a pointer and pass it by-value.

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A Lua bindings generator written in Lua.

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