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Change script engine to use Sol2 instead of LuaBridge #3

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@addictgamer addictgamer requested a review from SheridanR January 11, 2019 09:30
@addictgamer addictgamer changed the title Sol2 merge Changed script engine to use Sol2 instead of LuaBridge Jan 11, 2019
@addictgamer addictgamer changed the title Changed script engine to use Sol2 instead of LuaBridge Change script engine to use Sol2 instead of LuaBridge Jan 11, 2019
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Really impressive changes! I'd much prefer if sol.hpp could go in GameLibs though because it's just a dependency, not original code. We should probably change from using a GameLibs.zip to an external libs folder of some kind (next to the src folder)

@@ -641,3 +641,33 @@ void BBox::serialize(FileInterface* file) {
file->property("mass", mass);
}
}

//These functions are not in the script.cpp file since they drastically increase compile time and memory usage due to heavy template usage.
void Script::exposeBBox() {
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@SheridanR SheridanR Jan 13, 2019

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This is fine for a first pass but if these expose functions could be members of their respective classes (ie BBox::exposeToScript() instead of Script::exposeBBox()) it would be way better.

@@ -73,23 +75,43 @@ class Button {
void setStyle(const style_t _style) { style = _style; }
void setPressed(const bool _pressed) { reallyPressed = _pressed; }

template<typename T>
void addParam(T param)
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This is way better, kudos.

src/Component.cpp Outdated Show resolved Hide resolved
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Really impressive changes! I'd much prefer if sol.hpp could go in GameLibs though because it's just a dependency, not original code. We should probably change from using a GameLibs.zip to an external libs folder of some kind (next to the src folder)

We can do that, I was honestly just too lazy to add it to CMake ;P

addictgamer and others added 4 commits January 19, 2019 01:21
@SheridanR SheridanR force-pushed the master branch 2 times, most recently from d0659e9 to 3d3cfe6 Compare November 16, 2019 20:35
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2 participants