本文整理汇总了C++中luaplus::LuaObject::CreateTable方法的典型用法代码示例。如果您正苦于以下问题:C++ LuaObject::CreateTable方法的具体用法?C++ LuaObject::CreateTable怎么用?C++ LuaObject::CreateTable使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类luaplus::LuaObject
的用法示例。
在下文中一共展示了LuaObject::CreateTable方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getGlobalVars
LuaPlus::LuaObject ant::LuaStateManager::createPath( const std::string& path, bool ignoreLastElement /*= false*/ )
{
StringVec splitPath;
Split(path,splitPath, '.');
if (ignoreLastElement)
{
splitPath.pop_back();
}
LuaPlus::LuaObject context = getGlobalVars();
for (auto it = splitPath.begin() ; it != splitPath.end() ; it++)
{
// Is the context valid?
if (context.IsNil())
{
GCC_ERROR("Something broke in CreatePath(); bailing out (element == " + (*it) + ")");
return context; // this will be nil
}
// grab whatever exists for this element
const std::string& element = (*it);
LuaPlus::LuaObject curr = context.GetByName(element.c_str());
if (!curr.IsTable())
{
// if the element is not a table and not nil, we clobber it
if (!curr.IsNil())
{
GCC_WARNING("Overwriting element '" + element + "' in table");
context.SetNil(element.c_str());
}
// element is either nil or was clobbered so add the new table
context.CreateTable(element.c_str());
}
context = context.GetByName(element.c_str());
}
// We have created a complete path here
return context;
}
示例2: Init
// /////////////////////////////////////////////////////////////////
//
// /////////////////////////////////////////////////////////////////
bool LuaStateManager::Init(char const * const pInitFileName)
{
// Create our global actor table.
// This table will hold context for all actors created in the game world.
LuaPlus::LuaObject globals = m_GlobalState->GetGlobals();
LuaPlus::LuaObject actorTable = globals.CreateTable("ActorList");
// Execute the init file and setup some useful global variables for the lua scripts to know.
if(DoFile(pInitFileName)) {
std::string luaCommand; // The LUA command to execute.
std::string currOpVal; // The current option value retrieved.
boost::shared_ptr<GameOptions> opPtr = g_appPtr->GetGameOptions();
// Write out the location of the game root directory.
boost::filesystem::path gameRoot(g_appPtr->GetGameRootDir());
//if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("GameRoot"), GameHalloran::GameOptions::PROGRAMMER, currOpVal))
//{
luaCommand = std::string("INIT_GAME_ROOT_PATH = \"") + gameRoot.generic_string() + std::string("\";");
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
currOpVal.clear();
luaCommand.clear();
//}
// Write out what type of build is running.
#ifdef DEBUG
luaCommand = std::string("INIT_RUNNING_DEBUG_BUILD = true;");
#else
luaCommand = std::string("INIT_RUNNING_DEBUG_BUILD = false;");
#endif
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
luaCommand.clear();
// Write out the various player options so they are available to the lua UI setup scripts.
luaCommand = std::string("INIT_PLAYER_OPTIONS = {};");
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
luaCommand.clear();
// Sound options.
if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("MasterVolume"), GameHalloran::GameOptions::PLAYER, currOpVal)) {
luaCommand = std::string("INIT_PLAYER_OPTIONS.MasterVolume = ") + currOpVal + std::string(";");
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
currOpVal.clear();
luaCommand.clear();
}
bool flag;
if(GameHalloran::RetrieveAndConvertOption<bool>(opPtr, std::string("Music"), GameHalloran::GameOptions::PLAYER, flag)) {
luaCommand = std::string("INIT_PLAYER_OPTIONS.Music = ") + (flag ? std::string("true") : std::string("false")) + std::string(";");
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
luaCommand.clear();
}
if(GameHalloran::RetrieveAndConvertOption<bool>(opPtr, std::string("SoundFx"), GameHalloran::GameOptions::PLAYER, flag)) {
luaCommand = std::string("INIT_PLAYER_OPTIONS.SoundFx = ") + (flag ? std::string("true") : std::string("false")) + std::string(";");
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
luaCommand.clear();
}
// Graphics options.
if(GameHalloran::RetrieveAndConvertOption<bool>(opPtr, std::string("RenderShadows"), GameHalloran::GameOptions::PLAYER, flag)) {
luaCommand = std::string("INIT_PLAYER_OPTIONS.RenderShadows = ") + (flag ? std::string("true") : std::string("false")) + std::string(";");
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
luaCommand.clear();
}
if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("ScreenWidth"), GameHalloran::GameOptions::PLAYER, currOpVal)) {
luaCommand = std::string("INIT_PLAYER_OPTIONS.ScreenResolution = \"") + currOpVal + std::string("*");
boost::shared_ptr<GameOptions> opPtr = g_appPtr->GetGameOptions();
if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("ScreenHeight"), GameHalloran::GameOptions::PLAYER, currOpVal)) {
luaCommand += currOpVal + std::string("\";");
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
}
currOpVal.clear();
luaCommand.clear();
}
if(GameHalloran::RetrieveAndConvertOption<std::string>(opPtr, std::string("Multisampling"), GameHalloran::GameOptions::PLAYER, currOpVal)) {
currOpVal = std::string("x") + currOpVal;
luaCommand = std::string("INIT_PLAYER_OPTIONS.Multisampling = \"") + currOpVal + std::string("\";");
if(!ExecuteString(luaCommand.c_str())) {
return (false);
}
currOpVal.clear();
luaCommand.clear();
//.........这里部分代码省略.........