The Introduction to luajr
vignette shows you how to get started with calling Lua code from R. This
vignette shows you how to integrate Lua code into your R package, either
for internal use within the package or for direct use by your package’s
users.
Generally when you want to include Lua code in your package, it means that you want to include one or more functions written in Lua either internally in your package or as an outward-facing function for your users.
In Lua, the standard way to write a “module” – Lua’s equivalent of
R’s packages – is to put together a Lua script that returns a table,
where the table contains all the functions (or variables) that the
module should export. The script can also contain local functions or
variables that are accessible only within the module itself, and the
module is then loaded with Lua’s require
function. For
example, you may have a script mymodule.lua
containing this
Lua code:
local mymodule = {}
mymodule.fave_name = "Nick"
function mymodule.greet(name)
print("Hello, " .. name .. "!")
if name == mymodule.fave_name then
print("Incidentally, that's a great name. Nice one.")
end
end
return mymodule
This returns a Lua table containing the function greet
,
which in turn makes use of the module variable fave_name
.
In Lua, to use this module, you would write something like:
Here, Lua’s require
looks for a script called
mymodule.lua
in a few places, including the current working
directory. For more information on Lua modules, see the Lua wiki and the Lua
manual.
You can use a similar technique to load functions from a Lua module
into R as follows. The recommendation is that you put
mymodule.lua
in your package directory under the
subdirectory inst/Lua
. Suppose your package is called
"mypackage"
and your module file is
inst/Lua/mymodule.lua
. Then, somewhere in your R package
scripts, declare the module using lua_module()
:
and also declare the function using lua_import()
(you
can document and export the function as normal, e.g. with
roxygen2
syntax in the example here):
#' Greet the user
#'
#' This function gives a cheerful greeting to the user.
#'
#' @export
greet <- function(name) lua_import(module, "greet", "s")
Note that lua_import(...)
must be the only statement
comprising the function body. Within the call to
lua_import()
, we are supplying (1) the previously-declared
module, (2) the name of the Lua function within the module, and (3) an
argcode to define how the function parameters will be interpreted as Lua
variables.
With the example above, the first time your package user calls
greet()
, the call to lua_import()
will first
make sure the module is properly loaded and then call the Lua function.
It will also overwrite the existing body of greet()
with a
direct call to the Lua function so that subsequent calls to
greet()
execute as quickly as possible.
In some cases, you may want to do some processing or checking of function arguments in R before calling the Lua function. You can do that with a “two-step” process like this:
greet0 <- function(name) lua_import(mymod, "greet", "s")
greet <- function(name) {
if (!is.character(name)) {
stop("greet expects a character string.")
}
greet0(name)
}
You can also manipulate non-function values within your module. For
example, if you wanted to change the “special” name recognized by
greet()
, you could write in R:
For more details, see the documentation for
lua_module()
.
Finally, a word on Lua states. By default, any module is
automatically loaded into a newly-created Lua state. There may be times
when you wish to load the module into a specific state, such as the
default NULL
state or anything else.
To do this in your package, you need to assign this state to
mymod$L
after the module is declared but before any
functions are imported. This is easy to do by using
.onLoad()
. Simply include in your package:
This is assigning NULL
(i.e. the default Lua state
shared with the user of your package) to the state used by the module,
but you can also supply another state, e.g. one opened by
lua_open()
.