OpenEnroth 73e68f7
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Public Member Functions | Private Member Functions | Static Private Attributes | List of all members
GameBindings Class Reference

#include <GameBindings.h>

Inheritance diagram for GameBindings:
IBindings

Public Member Functions

 GameBindings ()
 
 ~GameBindings () override
 
virtual sol::table createBindingTable (sol::state_view &solState) const override
 
- Public Member Functions inherited from IBindings
virtual ~IBindings ()=default
 
virtual sol::table createBindingTable (sol::state_view &solState) const =0
 

Private Member Functions

void _registerMiscBindings (sol::state_view &solState, sol::table &table) const
 
void _registerPartyBindings (sol::state_view &solState, sol::table &table) const
 
void _registerItemBindings (sol::state_view &solState, sol::table &table) const
 
void _registerEnums (sol::state_view &solState, sol::table &table) const
 

Static Private Attributes

static std::unique_ptr< LuaItemQueryTable< Character > > _characterInfoQueryTable
 

Constructor & Destructor Documentation

◆ GameBindings()

GameBindings::GameBindings ( )
default

◆ ~GameBindings()

GameBindings::~GameBindings ( )
override

Member Function Documentation

◆ _registerEnums()

void GameBindings::_registerEnums ( sol::state_view &  solState,
sol::table &  table 
) const
private

◆ _registerItemBindings()

void GameBindings::_registerItemBindings ( sol::state_view &  solState,
sol::table &  table 
) const
private

◆ _registerMiscBindings()

void GameBindings::_registerMiscBindings ( sol::state_view &  solState,
sol::table &  table 
) const
private

◆ _registerPartyBindings()

void GameBindings::_registerPartyBindings ( sol::state_view &  solState,
sol::table &  table 
) const
private

◆ createBindingTable()

sol::table GameBindings::createBindingTable ( sol::state_view &  solState) const
overridevirtual

TODO(Gerark) exposing the info/stats of a character this way might suggest we should expose the Character class directly to lua. The idea is to wait till we'll talk about serious modding/scripting and not taking a direction upfront TODO(Gerark) This check is also a hack to avoid initializing the static characterInfoTable. multiple times, Needs to be moved to another place where the ScriptingSystem is providing binding helpers

Implements IBindings.

Member Data Documentation

◆ _characterInfoQueryTable

std::unique_ptr< LuaItemQueryTable< Character > > GameBindings::_characterInfoQueryTable
staticprivate

The documentation for this class was generated from the following files: