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// C++ Interface: LuaScriptingCallContext
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// Author: Erik Hjortsberg <erik.hjortsberg@gmail.com>, (C) 2008
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.//
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#ifndef EMBEROGRELUASCRIPTINGCALLCONTEXT_H
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#define EMBEROGRELUASCRIPTINGCALLCONTEXT_H
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#include "luaobject.h"
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#include "framework/IScriptingProvider.h"
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@brief A scripting call context for lua scripts.
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Whenever you want to be able to inspect return values from calling lua scripts, you should use an instance of this class and submit it when calling executeCode(...).
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@author Erik Hjortsberg <erik.hjortsberg@gmail.com>
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class LuaScriptingCallContext : public Ember::IScriptingCallContext
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friend class LuaScriptingProvider;
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LuaScriptingCallContext();
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virtual ~LuaScriptingCallContext();
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* Gets the return value of the lua call.
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LuaRef getReturnValue();
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* Sets the return value of the lua call. This is an internal method used only by the lua scripting provider.
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void setReturnValue(LuaRef* returnValue);
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The return value from the lua call.
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inline void LuaScriptingCallContext::setReturnValue(LuaRef* returnValue)
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mReturnValue = returnValue;
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inline LuaRef LuaScriptingCallContext::getReturnValue()