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 }
void ProjectScene::serialize(wt::lua::State* luaState, LuaPlus::LuaObject& dst) const{ dst.Set("id", mId); dst.Set("path", mPath.toStdString().c_str()); }