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LuaMacros.h File Reference

a collection of macros for assisting with making lua bindings More...

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Macros

#define LM_BIND(name)
#define LM_PROP(name, getter, setter)
#define LM_ADD_CHILD_DEF   LM_BIND(addChildLua),
#define LM_INJECT_GAMEOBJECT_DEFS

Detailed Description

a collection of macros for assisting with making lua bindings

Author
Aidan Hartman (aidan.nosp@m..har.nosp@m.tman@.nosp@m.digi.nosp@m.pen.e.nosp@m.du)
Date
2026 / 08 / 18

Macro Definition Documentation

◆ LM_ADD_CHILD_DEF

#define LM_ADD_CHILD_DEF   LM_BIND(addChildLua),

◆ LM_BIND

#define LM_BIND ( name)
Value:
#name, &##LM_CLASS::##name

◆ LM_INJECT_GAMEOBJECT_DEFS

#define LM_INJECT_GAMEOBJECT_DEFS
Value:
LM_BIND(clone), \
LM_BIND(load), \
LM_BIND(save), \
LM_BIND(destroy), \
"LM_BIND", static_cast<void(##LM_CLASS::*)(std::function<void(GameObject&)>)>(&##LM_CLASS::for_each), \
LM_BIND(getParent), \
LM_BIND(parentTo), \
LM_ADD_CHILD_DEF \
LM_BIND(getUUID), \
LM_BIND(isUUID), \
LM_BIND(getName), \
LM_BIND(getFormattedName), \
LM_BIND(nameEquals), \
LM_BIND(isType), \
LM_BIND(getObjectType), \
LM_BIND(setNickname), \
LM_BIND(updates), \
LM_BIND(renders), \
LM_BIND(receivesMessages), \
LM_BIND(isActive), \
LM_BIND(setShouldUpdate), \
LM_BIND(setShouldRender), \
LM_BIND(setActive)
#define LM_CLASS
#define LM_BIND(name)
Definition LuaMacros.h:21
the base class for the engine, most things inherit from this.
Definition GameObject.h:83

◆ LM_PROP

#define LM_PROP ( name,
getter,
setter )
Value:
#name, sol::property(getter, setter)