BRL.MaxLua: Types Functions Source  


The MaxLua module provides a way to use the Lua scripting language from within Blitzmax programs.

Lua is a simple but fast and powerful scripting language. For more information on programming in Lua, please visit the official Lua site at http://www.lua.org

Here is an example of the MaxLua module in action:

Strict

'Our TDemo type...
'
Type TDemo

	Method SayHello$( name$ )
		Return "Hello "+name+"! Peace be with you..."
	End Method

End Type

'Register a demo object with Lua.
'
'Lua code can now access the object using the identifier "Demo".
'
Local demo:TDemo=New TDemo
LuaRegisterObject demo,"Demo"

'source code to our little Lua program...
'
Local source$=..
"function hello()~n"+..
"print( Demo.SayHello( 'Fredborg' ) )~n"+..
"end~n"+..
"function goodbye()~n"+..
"print( Demo.SayHello( 'CandyMan' ) )~n"+..
"end~n"

'create a Lua 'class' and set it's source code...
'
Local class:TLuaClass=TLuaClass.Create( source )

'Now, create an instance of the class.
'
Local instance:TLuaObject=TLuaObject.Create( class,Null )

'We can no invoke methods of the class.
'
instance.Invoke "hello",Null
instance.Invoke "goodbye",Null


Types

TLuaObjectA Lua 'object'
TLuaClassA Lua 'class'

Functions

LuaRegisterObjectRegister a global object with Lua

Function reference

Function LuaRegisterObject( obj:Object,name$ )
DescriptionRegister a global object with Lua
Information Once registered, the object can be accessed from within Lua scripts using the name identifer.