I have a class with a method called GetEnemiesLua. I have bound this class to lua using SWIG, and I can call this method using my lua code.
I am trying to get the method to return a lua table of objects.
Here is my current code:
void CGame::GetEnemiesLua(){
 std::vector<Unit*> enemies = callback->GetEnemyUnits();
 if( enemies.empty()){
  lua_pushnil(ai->L);
  return;
 } else{
  lua_newtable(ai->L);
  int top = lua_gettop(ai->L);
  int index = 1;
  for (std::vector<Unit*>::iterator it = enemies.begin(); it != enemies.end(); ++it) {
   //key
   lua_pushinteger(ai->L,index);//lua_pushstring(L, key);
   //value
   CUnit* unit = new CUnit(callback,*it,this);
   ai->PushIUnit(unit);
   lua_settable(ai->L, -3);
   ++index;
  }
  ::lua_pushvalue(ai->L,-1);
 }
}
PushIUnit is as follows:
void CTestAI::PushIUnit(IUnit* unit){
 SWIG_NewPointerObj(L,unit,SWIGTYPE_p_IUnit,1);
}
To test this I have the following code:
 t = game:GetEnemiesLua()
 if t == nil then
  game:SendToConsole("t is nil! ")
 end
The result is always 't is nil', despite this being incorrect. I have put breakpoints in the code and it is indeed going over the loop, rather than doing lua_pushnil.
So how do I make my method return a table when called via lua?