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- Subject: Re: lua_register() while running script
- From: Markus Ewald <Markus_Ewald@...>
- Date: Sat, 09 Dec 2000 12:58:02 +0100
Thanks, that already helped alot, but let me try to explain it by example.
I've got this function, which is callable from Lua and registers some other
callable functions:
static int Lua_ImportSystem(lua_State *p_pCLuaState) {
int l_nArguments;
l_nArguments = lua_gettop(p_pCLuaState); // number of arguments
if(l_nArguments == 0) {
lua_register(p_pCLuaState, "SetGraphicsDriver", Lua_SetGraphicsDriver);
lua_register(p_pCLuaState, "SetGraphicsMode", Lua_SetGraphicsMode);
lua_register(p_pCLuaState, "Bind", Lua_Bind);
lua_register(p_pCLuaState, "RegisterResourcePath",
Lua_RegisterResourcePath);
lua_register(p_pCLuaState, "LoadWorld", Lua_LoadWorld);
} else {
LogError("Lua::LoadWorld() - Error: Expected 0 arguments, got %i",
l_nArguments);
}
lua_pop(p_pCLuaState, l_nArguments);
return 0;
}
so I could execute this code
pCLuaState = lua_open(LUA_MINSTACK);
lua_register(m_pCLuaState, "ImportSystem" Lua_ImportSystem);
lua_dostring("ImportSystem()\n"
"RegisterResourcePath(\"data\\\\graphics\")\n"
"RegisterResourcePath(\"data\\\\worlds\")\n"
"LoadWorld(\"demo.cdt\")\n"
I thought the first call to ImportSystem() while the script runs could register
the functions the are used below.
-Markus-