a collection of macros for assisting with making lua bindings
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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
- Copyright
- (c) Digipen 2026
◆ LM_ADD_CHILD_DEF
| #define LM_ADD_CHILD_DEF LM_BIND(addChildLua), |
◆ LM_BIND
Value:#name, &##LM_CLASS::##name
◆ LM_INJECT_GAMEOBJECT_DEFS
| #define LM_INJECT_GAMEOBJECT_DEFS |
Value:
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_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)