public LuaTable(LuaState l) { InitLuaTable(l); }
public static void ApiCheckNumElems( LuaState lua, int n ) { #if UNILUA_ASSERT Assert( n < (lua.Top.Index - lua.CI.FuncIndex), "not enough elements in the stack" ); #endif }
internal void SetThValue(LuaState v) { #if DEBUG_DUMMY_TVALUE_MODIFY CheckLock(); #endif Tt = (int)LuaType.LUA_TTHREAD; NValue = 0.0; UInt64Value = 0; OValue = v; }
private void InitLuaTable(LuaState lua) { L = lua; ArrayPart = DummyArrayPart; SetNodeVector(0); }
public LoadParameter(LuaState l, ILoadInfo loadinfo, string name, string mode) { L = l; LoadInfo = loadinfo; Name = name; Mode = mode; }
LuaState ILuaAPI.NewThread() { LuaState newLua = new LuaState(G); Top.V.SetThValue(newLua); ApiIncrTop(); newLua.HookMask = HookMask; newLua.BaseHookCount = BaseHookCount; newLua.Hook = Hook; newLua.ResetHookCount(); return newLua; }
public bool Next( LuaState lua, StkId key ) { var val = key+1; Node next; if( key.Value.IsNil ) next = Head; else if( DictPart.TryGetValue( key.Value, out next ) ) next = next.Next; else ((LuaState)lua).G_RunError("invalid key to 'next'"); if( next != null ) { key.Value = next.Key; val.Value = next.Value; return true; } else return false; }
public static void ApiCheckNumElems( LuaState lua, int n ) { Assert( n < (lua.Top.Index - lua.CI.Func.Index), "not enough elements in the stack" ); }
public LLex( ILuaState lua, ILoadInfo loadinfo, string name ) { Lua = (LuaState)lua; LoadInfo = loadinfo; LineNumber = 1; LastLine = 1; Token = null; LookAhead = null; _Saved = null; Source = name; _Next(); }
public void ArithOp( LuaState lua, TMS tm, ArithDelegate op ) { var lhs = RKB.Value as LuaNumber; var rhs = RKC.Value as LuaNumber; if( lhs != null && rhs != null ) { var ra = RA; var res = op( lhs.Value, rhs.Value ); ra.Value = new LuaNumber( res ); } else lua.V_Arith( RA, RKB, RKC, tm ); }
public void FEED_AOT_FOR_IOS(LuaState lua) { lua.L_Opt(lua.L_CheckInteger, 1, 1); }