Beispiel #1
0
void AEngineFramework::Desc::serialize(lua::State* luaState, LuaPlus::LuaObject& dst) const{
	// Logging
	LuaObject loggingTable = luaState->newTable();
	loggingTable.Set("filePath", logging.filePath.c_str());
	loggingTable.Set("enabled", logging.enabled);
	dst.Set("logging", loggingTable);

	// Layout
	LuaObject windowTable = luaState->newTable();
	window.serialize(luaState, windowTable);
	dst.Set("window", windowTable);

	// File System
	LuaObject fileSysTable = luaState->newTable();
	fileSystem.serialize(luaState, fileSysTable);
	dst.Set("file_system", fileSysTable);

	// Misc
	dst.Set("home_dir", homeDir.c_str());
	dst.Set("main_loop_step", mainLoopStep);

	// TODO physics debugging
}
Beispiel #2
0
void ProjectScene::serialize(wt::lua::State* luaState, LuaPlus::LuaObject& dst) const{
	dst.Set("id", mId);
	dst.Set("path", mPath.toStdString().c_str());
}