本文整理汇总了C++中luaplus::LuaObject::RegisterDirect方法的典型用法代码示例。如果您正苦于以下问题:C++ LuaObject::RegisterDirect方法的具体用法?C++ LuaObject::RegisterDirect怎么用?C++ LuaObject::RegisterDirect使用的例子?那么恭喜您, 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::RegisterDirect方法的3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: registerScripts
void LuaScriptExports::registerScripts( void )
{
LuaPlus::LuaObject globals = LuaStateManager::instance()->getGlobalVars();
// Init
InternalLuaScriptExports::init();
// Resource loading
globals.RegisterDirect("loadAndExecuteScriptResource",InternalLuaScriptExports::loadAndExecutreScriptResource);
// Process manager
globals.RegisterDirect("attachProcess",&InternalLuaScriptExports::attachScriptProcess);
// Event system
globals.RegisterDirect("registerEventListener", &InternalLuaScriptExports::registerEventListener);
globals.RegisterDirect("removeEventListener", &InternalLuaScriptExports::removeEventListener);
globals.RegisterDirect("queueEvent", &InternalLuaScriptExports::queueEvent);
globals.RegisterDirect("triggerEvent", &InternalLuaScriptExports::triggerEvent);
// Actors
globals.RegisterDirect("createActor", &InternalLuaScriptExports::createActor);
// Lua log
globals.RegisterDirect("log",&InternalLuaScriptExports::lualog);
}
示例2: Register
//---------------------------------------------------------------------------------------------------------------------
// This function registers all the ScriptExports functions with the scripting system. It is called in
// Application::Init().
//---------------------------------------------------------------------------------------------------------------------
void ScriptExports::Register(void)
{
LuaPlus::LuaObject globals = LuaStateManager::Get()->GetGlobalVars();
// init
InternalScriptExports::Init();
// resource loading
globals.RegisterDirect("LoadAndExecuteScriptResource", &InternalScriptExports::LoadAndExecuteScriptResource);
// actors
globals.RegisterDirect("CreateActor", &InternalScriptExports::CreateActor);
// event system
globals.RegisterDirect("RegisterEventListener", &InternalScriptExports::RegisterEventListener);
globals.RegisterDirect("RemoveEventListener", &InternalScriptExports::RemoveEventListener);
globals.RegisterDirect("QueueEvent", &InternalScriptExports::QueueEvent);
globals.RegisterDirect("TriggerEvent", &InternalScriptExports::TriggerEvent);
// process system
globals.RegisterDirect("AttachProcess", &InternalScriptExports::AttachScriptProcess);
// math
LuaPlus::LuaObject mathTable = globals.GetByName("GccMath");
GCC_ASSERT(mathTable.IsTable());
mathTable.RegisterDirect("GetYRotationFromVector", &InternalScriptExports::GetYRotationFromVector);
mathTable.RegisterDirect("WrapPi", &InternalScriptExports::WrapPi);
mathTable.RegisterDirect("GetVectorFromRotation", &InternalScriptExports::GetVectorFromRotation);
// misc
globals.RegisterDirect("Log", &InternalScriptExports::LuaLog);
globals.RegisterDirect("GetTickCount", &InternalScriptExports::GetTickCount);
// Physics
globals.RegisterDirect("ApplyForce", &InternalScriptExports::ApplyForce);
globals.RegisterDirect("ApplyTorque", &InternalScriptExports::ApplyTorque);
}
示例3: Register
//=============================================================
// C Functions for registering C++ functions to Lua script
//=============================================================
void LuaScriptExports::Register()
{
LuaPlus::LuaObject globals = LuaStateManager::Get()->GetGlobalVars();
// init
LuaInternalScriptExports::Init();
// resource loading
globals.RegisterDirect("LoadAndExecuteScriptResource", &LuaInternalScriptExports::LoadAndExecuteScriptResource);
// gameobjects
globals.RegisterDirect("CreateObject", &LuaInternalScriptExports::CreateGameObject);
// events
globals.RegisterDirect("RegisterEventListener", &LuaInternalScriptExports::RegisterEventListener);
globals.RegisterDirect("RemoveEventListener", &LuaInternalScriptExports::RemoveEventListener);
globals.RegisterDirect("QueueEvent", &LuaInternalScriptExports::QueueEvent);
globals.RegisterDirect("TriggerEvent", &LuaInternalScriptExports::TriggerEvent);
// processes
globals.RegisterDirect("AttachProcess", &LuaInternalScriptExports::AttachScriptProcess);
// math (these are registered to GccMath, not global
LuaPlus::LuaObject mathTable = globals.GetByName("GccMath");
CB_ASSERT(mathTable.IsTable());
mathTable.RegisterDirect("GetYRotationFromVector", &LuaInternalScriptExports::GetYRotationFromVector);
mathTable.RegisterDirect("WrapPi", &LuaInternalScriptExports::WrapPi);
mathTable.RegisterDirect("GetVectorFromRotation", &LuaInternalScriptExports::GetVectorFromRotation);
// misc
globals.RegisterDirect("Log", &LuaInternalScriptExports::LuaLog);
globals.RegisterDirect("GetTickCount", &LuaInternalScriptExports::GetTickCount);
// physics
globals.RegisterDirect("ApplyForce", &LuaInternalScriptExports::ApplyForce);
globals.RegisterDirect("ApplyTorque", &LuaInternalScriptExports::ApplyTorque);
}