YoggieEngine/BarinkEngine/Scripting/LuaScriptingManager.cpp

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#include "Scripting/LuaScriptingManager.h"
/*
LuaScriptingManager::LuaScriptingManager()
{
L = luaL_newstate();
luaL_openlibs(L);
}
void LuaScriptingManager::ExecuteLuaString(const std::string& code) {
luaL_dostring(L, code.c_str());
}
lua_State& LuaScriptingManager::getState()
{
return (*L);
}
*/