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

@@ -27,7 +27,7 @@ namespace Ndk
return reinterpret_cast<Nz::AbstractImageRef*>(textureRef); //TODO: Make a ObjectRefCast
});
texture.SetConstructor([] (Nz::LuaInstance& /*lua*/, Nz::TextureRef* instance, std::size_t /*argumentCount*/)
texture.SetConstructor([] (Nz::LuaState& /*lua*/, Nz::TextureRef* instance, std::size_t /*argumentCount*/)
{
Nz::PlacementNew(instance, Nz::Texture::New());
return true;
@@ -101,10 +101,10 @@ namespace Ndk
*
* \param instance Lua instance that will interact with the Renderer classes
*/
void LuaBinding_Renderer::Register(Nz::LuaInstance& instance)
void LuaBinding_Renderer::Register(Nz::LuaState& state)
{
texture.Register(instance);
textureLibrary.Register(instance);
textureManager.Register(instance);
texture.Register(state);
textureLibrary.Register(state);
textureManager.Register(state);
}
}