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- //========================================================================
- // ScriptProcess.cpp
- //
- // Part of the GameCode4 Application
- //
- // GameCode4 is the sample application that encapsulates much of the source code
- // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
- // "Rez" Graham, published by Charles River Media.
- // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
- //
- // If this source code has found it's way to you, and you think it has helped you
- // in any way, do the authors a favor and buy a new copy of the book - there are
- // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
- // by clicking here:
- // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
- //
- // There's a companion web site at http://www.mcshaffry.com/GameCode/
- //
- // The source code is managed and maintained through Google Code:
- // http://code.google.com/p/gamecode4/
- //
- // (c) Copyright 2012 Michael L. McShaffry and David Graham
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser GPL v3
- // as published by the Free Software Foundation.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
- // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
- //
- // You should have received a copy of the GNU Lesser GPL v3
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- //
- //========================================================================
- #include "../Unix/GameCodeStd.h"
- #include "ScriptProcess.h"
- const char* SCRIPT_PROCESS_NAME = "ScriptProcess";
- void ScriptProcess::RegisterScriptClass(void)
- {
- sol::state_view lua = LuaStateManager::Get()->GetLuaState();
- sol::table metaTableObj = lua.create_named_table(SCRIPT_PROCESS_NAME);
- metaTableObj["__index"] = metaTableObj;
- metaTableObj["base"] = metaTableObj; // base refers to the parent class; ie the metatable
- metaTableObj["cpp"] = true;
- // TODO(munnelly) - implement once we know what we're trying to do here
- // RegisterScriptClassFunctions(metaTableObj);
- // metaTableObj["Create"] = &ScriptProcess::CreateFromScript;
- }
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