|
|
|
@ -23,7 +23,11 @@ namespace NLGUI
|
|
|
|
|
{
|
|
|
|
|
class CLuaState;
|
|
|
|
|
|
|
|
|
|
/// Provides a single global access point to the Lua state, and related stuff. :(
|
|
|
|
|
/**
|
|
|
|
|
Lua Manager
|
|
|
|
|
|
|
|
|
|
Provides a single global access point to the Lua state, and related stuff. :(
|
|
|
|
|
*/
|
|
|
|
|
class CLuaManager
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
@ -41,12 +45,20 @@ namespace NLGUI
|
|
|
|
|
/// Enables attaching the Lua debugger in the CLuaState instance, only matters on startup.
|
|
|
|
|
static void enableLuaDebugging(){ debugLua = true; }
|
|
|
|
|
|
|
|
|
|
/// Returns the Lua state.
|
|
|
|
|
NLGUI::CLuaState* getLuaState() const{ return luaState; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
Executes a Lua script
|
|
|
|
|
@param luaScript - the script we want to execute ( the actual script, not the filename! )
|
|
|
|
|
@param smallScript - true if the script is very small, so it can be cached for the possible next execution.
|
|
|
|
|
*/
|
|
|
|
|
bool executeLuaScript( const std::string &luaScript, bool smallScript = false );
|
|
|
|
|
|
|
|
|
|
/// Resets the Lua state, that is deallocates it and allocates a new one.
|
|
|
|
|
void ResetLuaState();
|
|
|
|
|
|
|
|
|
|
/// Forces the Garbage Collector to run.
|
|
|
|
|
void forceGarbageCollect();
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|