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
Glenn Maynard
2af845a248
ActorUtil::ResolvePath
2006-10-15 02:42:33 +00:00
Glenn Maynard
4be14b7f50
bind "lua.ReadFile"
2006-10-15 02:35:33 +00:00
Glenn Maynard
c8a8572a21
Allow yielding the Lua engine. This fixes a long-standing limitation
...
with Lua bindings: they couldn't read from disk, or render, or do anything
else potentially time-consuming, because that would hold the Lua lock,
preventing other threads from using it.
2006-10-15 01:58:36 +00:00
Glenn Maynard
c186d03028
remove unused
2006-10-15 01:50:13 +00:00
Glenn Maynard
0833c198e3
SetCurrentSong(nil) is valid
2006-10-15 01:47:22 +00:00
Glenn Maynard
2478ec0873
scattered ActorUtil::ResolvePath calls unneeded
2006-10-15 01:46:23 +00:00
Glenn Maynard
4ebd0192db
ActorUtil::ResolvePath in ActorUtil::GetAttrPath
2006-10-15 01:45:33 +00:00
Glenn Maynard
9f207942b6
use LuaHelpers::DeepCopy
2006-10-15 01:43:13 +00:00
Glenn Maynard
10b96b08b8
LuaHelpers::DeepCopy
2006-10-15 01:40:11 +00:00
Glenn Maynard
f7bb9fe3a4
change DeepCopy(table) to DeepCopy(from,to)
2006-10-15 01:36:50 +00:00
Steve Checkoway
f3c949486e
NEver -> Never.
2006-10-15 01:33:36 +00:00
Glenn Maynard
6a0d5b1f73
wasn't ready for that transition yet ...
2006-10-15 01:31:15 +00:00
Glenn Maynard
ac22c5015f
XToString -> XToString2
2006-10-15 01:26:52 +00:00
Glenn Maynard
6f93fca60b
no params
2006-10-15 01:23:00 +00:00
Glenn Maynard
72b59c1405
pass pParentActor
2006-10-15 01:21:54 +00:00
Glenn Maynard
f4dc9ddf25
sName is a file now, not a dir
2006-10-15 01:20:33 +00:00
Glenn Maynard
fe2b5f8e17
fix error case
2006-10-15 01:17:30 +00:00
Glenn Maynard
7282c5668b
moved
2006-10-15 01:16:13 +00:00
Glenn Maynard
71af20fdf8
allow passing params to RunScript
2006-10-15 01:14:32 +00:00
Steve Checkoway
fbd0863d56
Unused.
2006-10-15 00:09:59 +00:00
Steve Checkoway
e87789da7c
Rename XToString2 to XToString.
2006-10-15 00:09:18 +00:00
Steve Checkoway
04bff6bc1d
Use XToString2.
2006-10-15 00:00:22 +00:00
Glenn Maynard
5c88094731
bind FileType
2006-10-14 23:35:31 +00:00
Glenn Maynard
d639ff3388
bind ActorUtil::GetFileType
2006-10-14 23:34:41 +00:00
Glenn Maynard
596eb4d881
add LUA_REGISTER_NAMESPACE, for simple non-singleton bindings
2006-10-14 23:33:25 +00:00
Glenn Maynard
fdd7b0accd
simplify
2006-10-14 23:26:43 +00:00
Glenn Maynard
9fc246d64c
remove unused
2006-10-14 22:36:16 +00:00
Glenn Maynard
82233e2ae7
Maintain multiple Lua states. Return an unused one for each LUA->Get()
...
call.
- this means that nested calls which use Lua in unrelated, black boxed
ways (and so don't pass around an *L) don't share a stack; when you
Get a new state, you're guaranteed an empty stack, and like function
dispatches, you can use absolute stack indexes starting from 1
- we don't have to track stack counts to sanity check it; it always starts
at 0, so just check that the stack is empty again on Release
- we maintain a pool of states, so Get() is still fast; we typically create
only a couple states
2006-10-14 22:34:15 +00:00
Glenn Maynard
0c6d792648
simplify/optimize: use provided L
2006-10-14 22:22:16 +00:00
Steve Checkoway
a6b3f71e67
Change some settings.
2006-10-14 22:20:24 +00:00
Glenn Maynard
1324b0a97f
if LUA_NOREF, already unregistered
2006-10-14 22:20:00 +00:00
Glenn Maynard
d2d46fb406
simplify
2006-10-14 22:19:13 +00:00
Steve Checkoway
3ef367e613
fix
2006-10-14 21:59:51 +00:00
Glenn Maynard
3dc13b568a
LuaManager::L -> m_pLuaMain
2006-10-14 20:49:35 +00:00
Glenn Maynard
48d3733296
lock for consistency
2006-10-14 20:37:30 +00:00
Glenn Maynard
89b435ef51
LuaManager::GetLuaInformation -> LuaHelpers::GetLuaInformation
2006-10-14 20:35:32 +00:00
Glenn Maynard
4276c87b67
this needs to lock, like everything else
2006-10-14 20:33:08 +00:00
Steve Checkoway
daa4b4617c
"0" is not a boolean.
2006-10-14 08:04:57 +00:00
Steve Checkoway
4195f10b80
LoadingScreen is a global.
2006-10-14 07:00:31 +00:00
Steve Checkoway
2568284699
Unbreak HighScoreForACourseAndTrail node creation.
2006-10-14 06:53:16 +00:00
Glenn Maynard
ec030b56ba
parent
2006-10-14 04:55:36 +00:00