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Lua GDExtension

Godot Asset Library page Build and Test workflow

Lua GDExtension icon

Extension for using the Lua programming language in Godot 4.1.2+

This plugin is available in the Asset Library as Lua GDExtension.

Features

  • Run Lua scripts, access Lua tables, functions and coroutines directly from GDScript, C# or any other scripting language in Godot
  • Create as many Lua states as you need
  • Select which Lua libraries and Godot APIs will be available per Lua state, making sandboxing easier:
    • Lua libraries are the same as Lua/C, like base, package and io libraries
    • Godot APIs:
      • Create and manipulate Variant values
      • Instantiate objects and access class constants
      • Access singleton objects by name
      • Utility classes, like print, lerp and is_same
      • Global enums, like OK, TYPE_STRING and SIDE_LEFT
      • (TODO) Patch Lua package.searchers to accept paths relative to res:https:// and user:https://
  • (TODO) Create Godot scripts directly in Lua

Calling Lua from Godot

The following classes are registered in Godot for creating Lua states and interacting with them: LuaState, LuaError, LuaCoroutine, LuaFunction, LuaLightUserdata, LuaTable and LuaUserdata.

Usage example:

# 1. Create a Lua state
var lua = LuaState.new()
# 2. Import Lua and Godot APIs into the state
#    Optionally pass which libraries should be opened to the method
lua.open_libraries()

# 3. Run Lua code using `LuaState.do_string` or `LuaState.do_file`
var result = lua.do_string("""
  local vector = Vector2(1, 2)
  return {
    this_is_a_table = true,
    vector = vector,
  }
""")
# 4. Access results from Lua code directly in Godot
#    When errors occur, instances of `LuaError` will be returned
if result is LuaError:
    printerr("Error in Lua code: ", result)
else:
    print(result)  # [LuaTable:0x556069ee50ab]
    print(result["this_is_a_table"])  # true
    print(result["vector"])  # (1, 2)
    print(result["invalid key"])  # <null>

# 5. Access the global _G table via `LuaState.globals` property
assert(lua.globals is LuaTable)
lua.globals["a_godot_callable"] = func(): print("Hello from GDScript!")
lua.do_string("""
    a_godot_callable()  -- 'Hello from GDScript!'
""")

Calling Godot from Lua

  • Instantiate and manipulate Godot objects, just like in GDScript.
    local v = Vector3(1, 2, 3)
    print(v.x)  -- 1
    -- Note: use ":" instead of "." to call methods in Lua
    print(v:length())  -- 3.74165749549866
    
    local n = Node:new()
    print(n:is_inside_tree())  -- false
    n:queue_free()
  • Call Godot utility functions.
    local d1 = Dictionary()
    local d2 = Dictionary()
    print(is_same(d1, d2))  -- false
    print(is_same(d2, d2))  -- true
    
    print(lerp(5, 10, 0.15))  -- 5.75
  • Access singleton objects by name.
    assert(OS == Engine:get_singleton("OS"))
  • Construct Array/Dictionary using Lua tables.
    local array = Array{ "value 0", "value 1" }
    -- Godot Arrays are indexed from 0, instead of 1
    print(array[0])  -- "value 0"
    print(array[1])  -- "value 1"
    print(array[2])  -- nil
    
    local dict = Dictionary{ hello = "world" }
    print(dict)  -- { "hello": "world" }
    print(dict["hello"])  -- "world"
    print(dict["invalid key"])  -- nil
  • Iterate over values using pairs for types that support it, like Arrays, packed arrays, Dictionaries and some math types.
    local dictionary = Dictionary{ hello = "world", key = "value" }
    for key, value in pairs(dictionary) do
        print(key .. ": " .. value)
    end
  • Length operator (#) as a shortcut for calling the size() method in any object that supports it.
    local array = Array{ 1, 2, 3, 4 }
    print(#array)  -- 4
  • Runtime type check using the Variant.is method.
    local array = Array()
    print(Variant.is(array, Array))  -- true
    print(Variant.is(array, 'Array'))  -- true
    -- Also available using the method notation from Variant objects
    print(array:is(Array))  -- true
    print(array:is(Dictionary))  -- false
    print(array:is(RefCounted))  -- false
  • Making protected calls using pcall.
    local v = Vector2(1, 2)
    print(v:pcall('length'))  -- true    2.2360680103302
    print(v:pcall('invalid method'))  -- false   "Invalid method"

TODO

  • Bind Variant types to Lua
  • Bind utility functions to Lua
  • Bind enums and constants to Lua
  • Add support for getting global singletons from Lua
  • Add support for getting classes from Lua
  • Add support for res:https:// relative paths in require
  • Submit to Asset Library
  • Lua ScriptLanguageExtension
  • Support for building with LuaJIT
  • Automated unit tests
  • Automated build and distribution
  • Lua REPL editor plugin

Other projects for using Lua in Godot 4