40 #ifndef _lua51script_h
41 #define _lua51script_h
61 class Lua51ScriptingEngine;
62 class Lua51IntegerArgument;
63 class Lua51RealArgument;
64 class Lua51WholeArgument;
65 class Lua51StringArgument;
66 class Lua51BoolArgument;
67 class Lua51NilArgument;
78 BinaryBuffer::operator=(RH);
140 Boole JustAFunctionCall =
false,
153 Boole JustAFunctionCall =
false,
190 virtual void AddArgument(
Integer Arg);
194 virtual void AddArgument(
Real Arg);
198 virtual void AddArgument(
Whole Arg);
202 virtual void AddArgument(
String Arg);
206 virtual void AddArgument(
Char8* Arg);
210 virtual void AddArgument(
Boole Arg);
213 virtual void AddArgument();
219 virtual void RemoveArgument(
Whole ArgNumber);
222 virtual Whole GetArgumentCount()
const;
225 virtual void ClearArguments();
233 virtual void SetSourceCode(
const String& Code);
240 virtual String GetSourceCode()
const;
253 virtual bool IsCompiled()
const;
272 void SetName(
const String &NewName);
277 virtual Whole GetReturnCount()
const;
321 #endif // \_scriptinglua_h
FlaggedBuffer & operator=(const BinaryBuffer &RH)
just a passthru to BinaryBuffer::operator=
bool Boole
Generally acts a single bit, true or false.
std::vector< CountedPtr< iScriptArgument > > ArgumentGroup
A group of arguments that can be returned from some scripts.
Scripting::Lua::Lua51Script RefCountType
The type that maintains the Reference count for Lua51Script with be Lua51Script itself.
All the definitions for datatypes as well as some basic conversion functions are defined here...
int Integer
A datatype used to represent any integer close to.
This class is used to store a Lua script and in its source and compiled state.
This file has the interfaces for Scripts and tag derived classes.
The interface for a script that can be compiled to bytecode.
No special care is required for Whole number Lua Arguments, so a simple typedef is used...
This script can return simple group of values.
A dynamic cast from the pointer as provided with no attempt to calls functions on the pointer target...
float Real
A Datatype used to represent a real floating point number.
char Char8
A datatype to represent one character.
static RefCountType * ConstructionPointer(RefCountType *Target)
Given a pointer to the raw object this will return a pointer to an initialized reference count...
No special care is required for String Lua Arguments, so a simple typedef is used.
This is used to deduce at compile if a specific class has built-in reference counting or needs an ext...
An expanded version of the BinaryTools::BinaryBuffer to carry one tiny piece of metadata around with ...
The implementations in the ScriptArgumentGeneric will cover most of what this needs...
FlaggedBuffer()
Constructor just set the extra flag to false.
The workhorse of the Lua scripting system. All scripts come here to be executed.
bool Loaded
Used to indicate that this data has been loaded into lua.
virtual Lua51Script * GetMostDerived()
Get a pointer to the most Derived type of this class.
This file has the interfaces for Script Arguments and the associated dependency chain.
No special care is required for Bool Lua Arguments, so a simple typedef is used.
The bulk of the engine components go in this namspace.
unsigned long Whole
Whole is an unsigned integer, it will be at least 32bits in size.
std::string String
A datatype used to a series of characters.
A Real that can readily be passed into lua scripts.
Represents not much of anything but will insert and retrieves Nils from Lua51.
This file has the interfaces for Scripting managers and the associated dependency chain...