// This file was automatically generated on 26 May 2014 at 01:05:31 #include namespace Ndk { /*! * \ingroup NDK * \class Ndk::LuaBinding * \brief NDK class that represents the binding between the engine & the SDK with the Lua scripting */ /*! * \brief Binds modules to Lua */ LuaBinding::LuaBinding() { core = LuaBinding_Base::BindCore(*this); math = LuaBinding_Base::BindMath(*this); network = LuaBinding_Base::BindNetwork(*this); utility = LuaBinding_Base::BindUtility(*this); #ifndef NDK_SERVER audio = LuaBinding_Base::BindAudio(*this); renderer = LuaBinding_Base::BindRenderer(*this); graphics = LuaBinding_Base::BindGraphics(*this); platform = LuaBinding_Base::BindPlatform(*this); #endif sdk = LuaBinding_Base::BindSDK(*this); } /*! * \brief Registers the classes that will be used by the Lua instance * * \param instance Lua instance that will interact with the engine & SDK */ void LuaBinding::RegisterClasses(Nz::LuaState& state) { core->Register(state); math->Register(state); network->Register(state); sdk->Register(state); utility->Register(state); #ifndef NDK_SERVER audio->Register(state); graphics->Register(state); renderer->Register(state); platform->Register(state); #endif // ComponentType (fake enumeration to expose component indexes) state.PushTable(0, m_componentBinding.size()); { for (const ComponentBinding& entry : m_componentBinding) { if (entry.name.IsEmpty()) continue; state.PushField(entry.name, entry.index); } } state.SetGlobal("ComponentType"); } }