Commit Graph

23317 Commits

Author SHA1 Message Date
Steve Checkoway bffe668d00 Real unique names now. 2006-10-16 04:52:12 +00:00
Steve Checkoway 75564786d4 Generate a "unique" name based on line numbers. 2006-10-16 04:51:46 +00:00
Glenn Maynard ab4e4a39a4 fix PCH
fix folder nesting
2006-10-16 03:28:40 +00:00
Glenn Maynard 260ce8a472 allow coroutine.corunning to return the main thread
http://lua-users.org/lists/lua-l/2006-09/msg00751.html
2006-10-15 21:01:34 +00:00
Glenn Maynard 84dc84627b fix clean shutdown on abort (dtor order problem) 2006-10-15 20:50:27 +00:00
Steve Checkoway 1e3466997e Cleanup. 2006-10-15 09:53:27 +00:00
Steve Checkoway 061df3ccfa cleanup 2006-10-15 09:51:54 +00:00
Glenn Maynard d491ae1af8 stash colors manually for now; havn't decided on a generic way to pass
parameters to actor loading
2006-10-15 09:30:31 +00:00
Steve Checkoway 4590dea0b3 Partial revert. Glenn knew what he was doing with lua_next(), even if I did not. =) 2006-10-15 08:47:31 +00:00
Glenn Maynard 1d5e21c778 old comment 2006-10-15 08:29:26 +00:00
Glenn Maynard cea3b4ef5e remove <Command> children. This was only used to generate
command names on the fly.  If you need that, use Lua, eg.:

Actor.Quad {
    [s .. "Command"] = cmd(x,10)
}
2006-10-15 08:28:11 +00:00
Glenn Maynard 3d7f268dae "Optional" attrib unused 2006-10-15 08:25:11 +00:00
Glenn Maynard abc973eec7 simplify 2006-10-15 08:18:50 +00:00
Glenn Maynard 2cede5a421 for cases where we take a number as a boolean, accept a boolean
false as false (to transition away from numbers)
2006-10-15 08:17:35 +00:00
Steve Checkoway 28df192f43 Remove debugging. 2006-10-15 08:07:34 +00:00
Glenn Maynard 3c2d96054d convert to Lua; this one creates several actors cleanly, and uses upvalues 2006-10-15 08:03:18 +00:00
Steve Checkoway c3eccabd98 foo? 2006-10-15 08:00:28 +00:00
Steve Checkoway 1948d57161 Simplify. 2006-10-15 07:51:38 +00:00
Steve Checkoway 335227c095 Nothing is pushed when lua_next() returns 0. 2006-10-15 07:39:16 +00:00
Glenn Maynard e3f3adc963 cleanup 2006-10-15 07:37:50 +00:00
Glenn Maynard 2ae28fb758 fix every top-level directory is scanned for courses 2006-10-15 07:30:58 +00:00
Glenn Maynard 84edde11b8 simplify 2006-10-15 07:16:57 +00:00
Glenn Maynard df90e4f4c2 simplify 2006-10-15 07:15:40 +00:00
Glenn Maynard a6b000a81b don't think this was meant to be merged out 2006-10-15 07:13:41 +00:00
Glenn Maynard cb26942e45 no backslashes in XML/Lua 2006-10-15 06:46:15 +00:00
Glenn Maynard 27524421e1 don't use backslashes in redirs 2006-10-15 06:44:39 +00:00
Glenn Maynard 329e2ea4a1 Type -> Class 2006-10-15 06:01:44 +00:00
Glenn Maynard 16ee8fec3a IsRegisteredClass 2006-10-15 05:58:54 +00:00
Glenn Maynard 70cebc91e1 IsRegisteredType -> IsRegisteredClass 2006-10-15 05:58:27 +00:00
Glenn Maynard 68064ec6aa Always use a real type with Def; don't say "Def.Layer". If you don't
know the type you're using, you should be using LoadActor.
2006-10-15 05:56:30 +00:00
Glenn Maynard 61e58cd51f bind IsRegisteredType 2006-10-15 05:54:50 +00:00
Glenn Maynard d38897a6fd This code creates actors, then loads nodes with their parameters
later.  Make this less of a special case: load the node normally,
and check that the resulting actor is the wanted type.
2006-10-15 05:53:26 +00:00
Glenn Maynard 116db99a92 The "Def.Type { }" syntax is for defining actors by type,
like ActorUtil::Create.  Most of the time, use LoadActor,
which is for loading files by filename, like ActorUtil::MakeActor.

(If you're creating "a Model with these parameters", use Def.Model.
If you're just loading "this other filename, whatever it is",
use LoadActor.)
2006-10-15 05:51:23 +00:00
Glenn Maynard 852de9484b ComboGraph -> GraphDisplay 2006-10-15 05:37:35 +00:00
Glenn Maynard 8e34463f78 assert 2006-10-15 05:31:44 +00:00
Glenn Maynard 5a3a5a926f save before commit 2006-10-15 05:08:29 +00:00
Glenn Maynard 6a8fb25435 convert to Lua
This doesn't actually need to be two files anymore.  Previously, XML
forced us to split actors apart at a finer level than was natural.  This could
be merged into a single file easily now, but I've left it as two for now for
demonstration and testing purposes.
2006-10-15 05:06:31 +00:00
Glenn Maynard b0e5b201e3 move actor definition stuff into ActorDef.lua
handle loading other definitions
2006-10-15 05:02:58 +00:00
Glenn Maynard 68db5dff42 proper error messages, and return nil on error 2006-10-15 04:59:48 +00:00
Glenn Maynard 54698735cd don't bother asserting here; states commonly still active when aborting from a dialog 2006-10-15 04:49:18 +00:00
Glenn Maynard 01d6504058 on GetAttrPath where the file doesn't exist and we ignore the error, return false as if the attribute didn't exist 2006-10-15 04:01:12 +00:00
Glenn Maynard f0227238a5 instead of assuming png, and returning a bad filename, return false 2006-10-15 03:59:24 +00:00
Glenn Maynard 7962c4c739 maybe not, but it doesn't matter 2006-10-15 03:56:46 +00:00
Glenn Maynard f3ad2fc57c remove unused 2006-10-15 03:54:53 +00:00
Glenn Maynard 9e89f2acdb ActorUtil::GetAttrPath does this 2006-10-15 03:44:11 +00:00
Steve Checkoway a183541eed Use FOREACH_LUATABLE. 2006-10-15 03:16:06 +00:00
Steve Checkoway 943ba7e0fa FOREACH_LUATABLE simplifies iterating over all key-value pairs in the lua table at index. One difference with calling lua_next() is that the key is duplicated and pushed onto the stack above the value. At the beginning of the loop body the stack looks like:
-1 key
-2 value
-3 key
...
The top key and value can be removed or modified as required. The key at -3 should not be touched since it is required for the next iteration through the loop.

Stack management is simplified. Anything left on the stack above the key will be popped. After the loop terminates normally, the stack will be as it was before the loop was entered (no nil values to clean up).
2006-10-15 03:15:32 +00:00
Glenn Maynard 285b1db112 debug.traceback in a more natural format for me 2006-10-15 02:55:21 +00:00
Glenn Maynard 32e6fe6198 license 2006-10-15 02:53:11 +00:00
Glenn Maynard 95cf160912 usable loadfile/dofile 2006-10-15 02:52:04 +00:00