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for luabind, The main drawback of this approach is that the compilation time will increase for the file that does the registration, it is therefore recommended that you register everything in the same cpp-file. More...
Classes | |
class | CAssetScriptCallbackData |
terrain mask file callback data More... | |
class | CNPL |
Neural Parallel Language functions are in this namespace. More... | |
class | CNPLScriptingState |
a NPL scripting state (wrapper of lua State), for binding c++ classes to lua. More... | |
class | CParaEngine |
global game engine related functions, such as ParaEngineCore interface, copy right information, simple water marking More... | |
struct | CStringCompare |
struct | FileSystemWatcher_NPLCallback |
callback to npl runtime More... | |
class | JabberClientManager |
jabber client manager or factory More... | |
struct | lua_func_entry |
for registering functions More... | |
struct | lua_vale_entry |
struct | NPL_GetNidsArray_Iterator |
struct | NPL_GetNidsStr_Iterator |
class | NPLJabberClient |
NPL Jabber Client class. More... | |
class | ParaAsset |
ParaAsset namespace contains a list of HAPI functions to manage resources(asset) used in game world composing, such as 3d models, textures, animations, sound, etc. More... | |
class | ParaAssetObject |
it represents an asset entity. More... | |
class | ParaAttributeObject |
it represents an attribute object associated with an object. More... | |
class | ParaAudio |
Audio Engine functions. More... | |
class | ParaAudioSource |
It represents a 2D or 3D audio source object. More... | |
class | ParaBlockWorld |
Wrapper of internal CBlockWorld. More... | |
class | ParaBootStrapper |
ParaGlobal namespace contains a list of HAPI functions to access the boot strapper functionality. More... | |
class | ParaBrowserManager |
managing HTML browsers More... | |
class | ParaCamera |
The camera controller. More... | |
class | ParaCharacter |
ParaObject class: it is used to control game scene objects from scripts. More... | |
class | ParaConfig |
class | ParaDataProvider |
Wrapper of internal ParaWorld data provider. More... | |
class | ParaFaceTrackingCtrler |
ParaFaceTrackingCtrler object: it will allow the biped to always face to a given target or another biped. More... | |
class | ParaFileObject |
file object. More... | |
class | ParaFileSystemWatcher |
file system watcher to monitor file changes in one or several directories .NET also provides a class similar to this one, called FileSystemWatcher. More... | |
class | ParaGlobal |
ParaGlobal namespace contains a list of HAPI functions to globally control the engine. More... | |
class | ParaHTMLBrowser |
a HTML browser control and texture More... | |
class | ParaIO |
ParaIO class: IO functions ported to the scripting system. More... | |
class | ParaMiniSceneGraph |
ParaMiniSceneGraph class: More... | |
class | ParaMisc |
Contains miscellaneous functions. More... | |
class | ParaMovie |
movie making and screen capture functions More... | |
class | ParaMovieCtrler |
ParaMovieCtrler object: it is used to control time based movie of character object. More... | |
class | ParaNetwork |
API wrapper for NPL Network Layer functions. More... | |
class | ParaNPLRuntimeState |
A runtime state contains the scripting runtime stack and can be run in a single thread. More... | |
class | ParaObject |
ParaObject class: it is used to control game scene objects from scripts. More... | |
class | ParaObjectNode |
for Para Script global dictionary object More... | |
class | ParaPainter |
the current painter object. More... | |
class | ParaParamBlock |
a list of CParameter{name, value} pairs of anything. More... | |
class | ParaScene |
ParaScene namespace contains a list of HAPI functions to create and modify scene objects in paraworld. More... | |
class | ParaSearchResult |
it represents a search result. More... | |
class | ParaSelection |
A pool of currently selected objects. More... | |
class | ParaSeqCtrler |
ParaSeqCtrler object: A sequence controller is a biped controller which moves the biped according to some predefined sequence. More... | |
class | ParaServiceLogger |
service logger More... | |
class | ParaTerrain |
Contains Terrain functions. More... | |
class | ParaUI |
ParaUI namespace contains a list of HAPI functions to create user interface controls, such as windows, buttons, as well as event triggers. More... | |
class | ParaUIFont |
a GUI font object More... | |
class | ParaUIObject |
it represents a GUI object. More... | |
class | ParaUITexture |
a GUI texture object More... | |
class | ParaWorld |
world creation functions. More... | |
class | ParaXML |
ParaXML class. More... | |
class | ParaZipWriter |
ParaZipWriter class: creating zip files. More... | |
class | StackObjectPtr |
this is for luabinding a pointer object on lua stack, instead of invoking new operator each time an object is created. More... | |
Typedefs | |
typedef pair< const char *, ParaObjectNode > | ParaObject_Pair |
Functions | |
int | luaopen_sqlite3 (lua_State *L) |
int | NPL_dummy (lua_State *L) |
split registration to save compiling time. More... | |
int | NPL_export_capi (lua_State *L) |
int | NPL_filename_capi (lua_State *L) |
template<typename T > | |
T * | get_pointer (StackObjectPtr< T > const &pointer) |
template<typename T > | |
T * | get_pointer (T const &pointer) |
this defines a rule, so that every object defined in ParaScripting namespace will be treated as StackObject by luabind. More... | |
string | FileTimeToDateString (const FILETIME *pTime) |
template<class T > | |
void | traverse (const Json::Value &var, const object &outTable, const T &sKey, bool bFirstTable=false) |
OBJECT_FILTER_CALLBACK | GetFilterFuncByName (const char *sFilterFunc) |
DWORD | GetPhysicsGroupMaskByName (const char *sFilterFunc) |
get the physics group mask by filter name | |
Variables | |
lua_func_entry | luaxml_api_entries [] |
CParaFile | g_currentIOfile |
the current IO file. | |
for luabind, The main drawback of this approach is that the compilation time will increase for the file that does the registration, it is therefore recommended that you register everything in the same cpp-file.
ParaScripting contains all classes and functions used for communication between the game engine and scripts.
T* ParaScripting::get_pointer | ( | T const & | pointer | ) |
this defines a rule, so that every object defined in ParaScripting namespace will be treated as StackObject by luabind.
i.e. all objects such as ParaObject, ParaUIObject, etc are passed by value on the stack, instead of using std::auto_ptr( new ParaObject(p)). if one wants to pass by reference, overwrite this method.
int ParaScripting::NPL_dummy | ( | lua_State * | L | ) |
split registration to save compiling time.
void register_part1(class_<X>& x){ x.def(...); } void register_part2(class_<X>& x){ x.def(...); } void register_(lua_State* L){ class_<X> x("x"); register_part1(x); register_part2(x); module(L) [ x ]; }this function does nothing but count as one instruction in preemptive function.
lua_func_entry ParaScripting::luaxml_api_entries[] |