void SQLTableSerializer::Load(lua_State* L){ int stackTop = lua_gettop(L); //the table doesn't exists in the db so theres no data for us to load if(!DB->TableExists(TableName))return; _ASSERT(DBTableKeyType != TableKeyType::Unknown); if(!PushLuaTable(L, true)){ return; } int containerIndex = lua_gettop(L); BOOST_FOREACH(const string& name, FieldNames){ lua_pushstring(L, name.c_str()); }
void MemberBinder<RasterizerStateDesc> ::GetValue(lua_State *L, const void* pBasePointer) { const auto &RasterizerDesc = GetMemberByOffest< RasterizerStateDesc >(pBasePointer, m_MemberOffset); PushLuaTable(L, &RasterizerDesc, m_Bindings); }