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- Subject: Re: Tolua++ protected members
- From: Anders Backman <andersb@...>
- Date: Mon, 9 Aug 2010 13:07:10 +0200
Mm, spreading // tolua_begin over the files, is not really helping either.Using a different C++ parser backbone might resolve it. But keeping such parser up to date with the latest C++ standards...quite some job.
- Another thing missing (as far as I know) from tolua++ is automatic support for virtual methods. So methods can be implemented in lua and called from C++/Lua. Last time (5 years ago) I was working with tolua++, I had to do that manually, yet another class to export through a .pgk, keeping updated to reflect changes in the actual. So what is the status of virtual methods/tolua++??
I really like the idea behind LQT, where C++ code is parsed into XML and then extracted into lua binding.
However, getting that to work for any general C++ API is also quite some task. Especially keeping up with templates, C++00, etc.
But being able to use the original C++ declaration of an API and transfer that to Lua is interesting in many cases (not all).
/A
On Thu, Aug 5, 2010 at 2:32 AM, Andrew Yount
<ayount@insomniacgames.com> wrote:
You can use “// tolua_begin” and “// tolua_end” comment blocks
to marks areas of a header file to be included/excluded. I’m not aware of a
way to have it automatically ignore protected/private blocks, BUT all of the
tolua parsing logic is written in Lua, so you could probably make that happen
if you’re brave enough to dig into their parser.
-Andrew
Hi. Is it possible to get tolua++ to just ignore everything
declared as private/protected in a .pkg file?
Instead of having to scrap it from the .h files (less
changes needed then).