First set the runtime state using SetLuaState(), and call LoadLuaBind only once Then call Load*() functions to load ParaEngine classes and APIs to the specified runtime, so that scripts in the runtime can use these classes and functions
Public Member Functions | |
CNPLRuntimeState (lua_State *L) | |
void | operator= (const CNPLRuntimeState &script) |
void | SetLuaState (lua_State *L) |
lua_State * | GetLuaState () |
bool | IsValid () |
return true if the runtime state is valid | |
bool | CreateState () |
load or restore the runtime state no need to call LoadLuabind(), if the script runtime is created by this function | |
void | DestroyState () |
destroy the runtime state careful with this function, it will make the state invalid. | |
void | LoadLuabind () |
the function must be called for the lua state before binding anything to it | |
void | LoadHAPI_Globals () |
load functions for scene management | |
void | LoadHAPI_SceneManager () |
load functions for scene management | |
void | LoadHAPI_ResourceManager () |
load functions for resource or assets management | |
void | LoadHAPI_UI () |
load functions for GUI controls and sounds | |
void | LoadHAPI_UI_Extension () |
this function is called by LoadHAPI_UI() | |
void | LoadHAPI_Audio () |
load functions for Audio Engine | |
void | LoadHAPI_Network () |
load functions for NPL Network Layer | |
void | LoadHAPI_AI () |
load functions for AI | |
void | LoadHAPI_NPL () |
load functions for neural parallel language | |
void | LoadHAPI_Jabber () |
load jabber related functions | |
Public Attributes | |
lua_State * | m_pState |