[luabind] "Binding" class objects?
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From: Tyler O. <ro...@al...> - 2007-04-02 05:07:06
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I've read through the docs but I'm not sure how to go about this implementation. Lets say I have a C++ class "AudioEngine", which I properly bound to Lua. I have an instance of this class in C++-land called "AudioManager", which I want to make available for Lua to use. How would one go about doing this? I -have- managed to achieve my desired result in the case where there is a Lua file that the state represents. All you have to do is define a variable "AudioEngine" in the file and write a Lua function that takes a parameter and sets the AudioEngine variable, then call that Lua function from C++. However, I would like to do this when there is no Lua file that the state represents. Has anyone implemented such an "object binding" before? I have to admit I'm a bit of a neophyte when it comes to raw manipulation of the Lua state... Thanks in advance. :) - Tyler Olsen |