// // Lol Engine // // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net> // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #include <lol/engine-internal.h> #include <cstring> #include <cstdlib> #include <ctype.h> //#include "lua/lua.hpp" namespace lol { /* * World implementation class */ class WorldData { friend class World; lua_State *m_lua_state; }; static WorldData g_world_data; World g_world; /* * Public World class */ const luaL_Reg test1Lua::m_statics[] = { { "getTest", test1Lua::getTest }, { NULL, NULL } }; const luaL_Reg test1Lua::m_methods[] = { { NULL, NULL } }; const char test1Lua::m_class[] = "test1"; World::World() : LuaLoader() { g_world_data.m_lua_state = GetLuaState(); //------ DEBUG TEST //m_test1.LoadTo(GetLuaState()); //luaL_loadfile(GetLuaState(), "lua/init.lua"); //LuaVar<int32_t> var(GetLuaState(), 1); //test1Lua::Library m_test1(GetLuaState()); //------ DEBUG TEST } World::~World() { } } /* namespace lol */