int LuaState::DoBuffer( const char *buff, size_t size, const char *name, LuaObject& fenvObj ) { int status = luaL_loadbuffer(m_state, buff, size, name); if (status == 0) { fenvObj.Push(); SetFEnv(-2); } return aux_do(m_state, status); }
int LuaState::DoFile( const char *filename, LuaObject& fenvObj ) { int status = luaL_loadfile(m_state, filename); if (status == 0) { fenvObj.Push(); SetFEnv(-2); } return aux_do(m_state, status); }
int LuaState::DoString( const char *str, LuaObject& fenvObj ) { int status = luaL_loadbuffer(m_state, str, strlen(str), str); if (status == 0) { fenvObj.Push(); SetFEnv(-2); } return aux_do(m_state, status); }
int LuaState::DoBuffer( const char *buff, size_t size, const char *name, LuaObject& fenvObj ) { lua_State* L = LuaState_to_lua_State(this); int status = luaL_loadbuffer(L, buff, size, name); if (status != 0) return status; fenvObj.Push(); SetFEnv(-2); return lua_pcall(L, 0, LUA_MULTRET, 0); }
int LuaState::DoFile( const char *filename, LuaObject& fenvObj ) { lua_State* L = LuaState_to_lua_State(this); int status = luaL_loadfile(L, filename); if (status != 0) return status; fenvObj.Push(); SetFEnv(-2); return lua_pcall(L, 0, LUA_MULTRET, 0); }
int LuaState::DoString( const char *str, LuaObject& fenvObj ) { lua_State* L = LuaState_to_lua_State(this); int status = luaL_loadbuffer(L, str, strlen(str), str); if (status != 0) return status; fenvObj.Push(); SetFEnv(-2); return lua_pcall(L, 0, LUA_MULTRET, 0); }