Refactor LuaInstance to prepare coroutine handling

This commit is contained in:
Jérôme Leclercq
2017-06-07 21:18:07 +02:00
parent b7df3bd1c4
commit a8129b218b
34 changed files with 2635 additions and 2594 deletions

View File

@@ -24,7 +24,7 @@ namespace Ndk
template<typename T> void BindComponent(const Nz::String& name);
void RegisterClasses(Nz::LuaInstance& instance);
void RegisterClasses(Nz::LuaState& state);
std::unique_ptr<LuaBinding_Base> core;
std::unique_ptr<LuaBinding_Base> math;
@@ -40,13 +40,13 @@ namespace Ndk
private:
template<typename T>
static int AddComponentOfType(Nz::LuaInstance& lua, EntityHandle& handle);
static int AddComponentOfType(Nz::LuaState& lua, EntityHandle& handle);
template<typename T>
static int PushComponentOfType(Nz::LuaInstance& lua, BaseComponent& component);
static int PushComponentOfType(Nz::LuaState& lua, BaseComponent& component);
using AddComponentFunc = int(*)(Nz::LuaInstance&, EntityHandle&);
using GetComponentFunc = int(*)(Nz::LuaInstance&, BaseComponent&);
using AddComponentFunc = int(*)(Nz::LuaState&, EntityHandle&);
using GetComponentFunc = int(*)(Nz::LuaState&, BaseComponent&);
struct ComponentBinding
{
@@ -56,7 +56,7 @@ namespace Ndk
Nz::String name;
};
ComponentBinding* QueryComponentIndex(Nz::LuaInstance& lua, int argIndex = 2);
ComponentBinding* QueryComponentIndex(Nz::LuaState& lua, int argIndex = 2);
std::vector<ComponentBinding> m_componentBinding;
std::unordered_map<Nz::String, ComponentIndex> m_componentBindingByName;