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authorPaul Gilbert2010-08-01 09:31:36 +0000
committerEugene Sandulenko2010-10-12 22:18:35 +0000
commit2006e564a1287ff31c2c6acedecf90034e784fd2 (patch)
tree4e1ebb10fedbd39f053691c3cd59b6157c545d37 /engines/sword25/script/luacallback.cpp
parent53a9d2d0a1dab1119dc1cc12886321fa72743061 (diff)
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SWORD25: Moved the Lua library into it's own namespace
Previously with some of the files I was leaving the #include references to the library inside the global namespace. However, since the engine itself is now inside a namespace, I had to do a lot of changes, such as lua_State to ::lua_State. This way is cleaner, and I just need to add a 'using namespace Lua' where needed. svn-id: r53198
Diffstat (limited to 'engines/sword25/script/luacallback.cpp')
-rw-r--r--engines/sword25/script/luacallback.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/engines/sword25/script/luacallback.cpp b/engines/sword25/script/luacallback.cpp
index 7fbbc1457a..37c6d04596 100644
--- a/engines/sword25/script/luacallback.cpp
+++ b/engines/sword25/script/luacallback.cpp
@@ -39,7 +39,7 @@
#include "sword25/script/luacallback.h"
#include "sword25/script/luabindhelper.h"
-namespace {
+namespace Lua {
extern "C"
{
@@ -59,7 +59,7 @@ namespace Sword25 {
// -----------------------------------------------------------------------------
-BS_LuaCallback::BS_LuaCallback(::lua_State *L) {
+BS_LuaCallback::BS_LuaCallback(lua_State *L) {
// Create callback table
lua_newtable(L);
lua_setglobal(L, CALLBACKTABLE_NAME);
@@ -72,7 +72,7 @@ BS_LuaCallback::~BS_LuaCallback() {
// -----------------------------------------------------------------------------
-void BS_LuaCallback::RegisterCallbackFunction(::lua_State *L, unsigned int ObjectHandle) {
+void BS_LuaCallback::RegisterCallbackFunction(lua_State *L, unsigned int ObjectHandle) {
BS_ASSERT(lua_isfunction(L, -1));
EnsureObjectCallbackTableExists(L, ObjectHandle);
@@ -86,7 +86,7 @@ void BS_LuaCallback::RegisterCallbackFunction(::lua_State *L, unsigned int Objec
// -----------------------------------------------------------------------------
-void BS_LuaCallback::UnregisterCallbackFunction(::lua_State *L, unsigned int ObjectHandle) {
+void BS_LuaCallback::UnregisterCallbackFunction(lua_State *L, unsigned int ObjectHandle) {
BS_ASSERT(lua_isfunction(L, -1));
EnsureObjectCallbackTableExists(L,ObjectHandle);
@@ -116,7 +116,7 @@ void BS_LuaCallback::UnregisterCallbackFunction(::lua_State *L, unsigned int Obj
// -----------------------------------------------------------------------------
-void BS_LuaCallback::RemoveAllObjectCallbacks(::lua_State *L, unsigned int ObjectHandle) {
+void BS_LuaCallback::RemoveAllObjectCallbacks(lua_State *L, unsigned int ObjectHandle) {
PushCallbackTable(L);
// Remove the object callback from the callback table
@@ -129,7 +129,7 @@ void BS_LuaCallback::RemoveAllObjectCallbacks(::lua_State *L, unsigned int Objec
// -----------------------------------------------------------------------------
-void BS_LuaCallback::InvokeCallbackFunctions(::lua_State *L, unsigned int ObjectHandle) {
+void BS_LuaCallback::InvokeCallbackFunctions(lua_State *L, unsigned int ObjectHandle) {
EnsureObjectCallbackTableExists(L, ObjectHandle);
// Iterate through the table and perform all the callbacks
@@ -164,7 +164,7 @@ void BS_LuaCallback::InvokeCallbackFunctions(::lua_State *L, unsigned int Object
// -----------------------------------------------------------------------------
-void BS_LuaCallback::EnsureObjectCallbackTableExists(::lua_State *L, unsigned int ObjectHandle) {
+void BS_LuaCallback::EnsureObjectCallbackTableExists(lua_State *L, unsigned int ObjectHandle) {
PushObjectCallbackTable(L, ObjectHandle);
// If the table is nil, it must first be created
@@ -187,13 +187,13 @@ void BS_LuaCallback::EnsureObjectCallbackTableExists(::lua_State *L, unsigned in
// -----------------------------------------------------------------------------
-void BS_LuaCallback::PushCallbackTable(::lua_State *L) {
+void BS_LuaCallback::PushCallbackTable(lua_State *L) {
lua_getglobal(L, CALLBACKTABLE_NAME);
}
// -----------------------------------------------------------------------------
-void BS_LuaCallback::PushObjectCallbackTable(::lua_State *L, unsigned int ObjectHandle) {
+void BS_LuaCallback::PushObjectCallbackTable(lua_State *L, unsigned int ObjectHandle) {
PushCallbackTable(L);
// Push Object Callback table onto the stack