Basically, I just want to be able to have a clean Lua instance made inside of my Manager class, then export the functions in the class to Lua, so that I can call functions on the already created C++ c
I got a strange problem while used luabind to return a stl::vector::iterator to lua script. Below is the code:
I\'m currently using luabind, specifically https://github.com/rpavlik/luabind since the official release is outdated and doesn\'t compile with the latest version of boost anymore.
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I am using luabind as my lua to C++ wrapper. Luabind offers a method to use my own callback function to handle exceptions thrown by lua, set_pcall_callback(). So I paraphrased an example from the docu
I have a C++ program that I have bound to Lua using luabind. I am currently testing the error handling methods that lua and luabind have to offer in order to help with debugging the lua scripts down t
I\'m attempting to replace an existing implementation of a queue class written in Lua with the STL Queue class. I\'m not sure why this is failing, or how to approach fixing it. Below is some sample co
I want to implement a GUI message handling system in Lua, currently it works开发者_JS百科 like this:
I have a class that I want to bind to lua. The reduced code might be: class CSprite2D{ void setPosition(glm::ivec2 val) { m_position = val; }
The luabind documentation says to call a Lua-derived virtual member from C++, you create a wrapper class derived from luabind::wrap_base and call the function like so: