/// <summary> /// Creates a new LuaEnvironment without initializing the state, for use with a derived type. /// </summary> protected LuaEnvironmentNet() { _compiler = new CodeCompiler(); _parser = new PlainParser(); _runtime = LuaRuntimeNet.Create(this); Settings = new LuaSettings().AsReadOnly(); _globals = new LuaValues.LuaTable(); _modules = new ModuleBinder(); }
/// <summary>Registers the module bindings for the current library</summary> /// <param name="moduleBinder">The module binder.</param> /// <returns>The <see cref="IEnumerable{T}"/>.</returns> public override IEnumerable <ModuleBinding> GetModuleBindings(IModuleBinder moduleBinder) { return(new[] { moduleBinder.RegisterModule <ChatModel>( ChatModel.MODULENAME, ChatMapper.MapChatModule) }); }
/// <summary>Registers the module bindings for the current library</summary> /// <param name="moduleBinder">The module binder.</param> /// <returns>The <see cref="IEnumerable{T}"/>.</returns> public override IEnumerable <ModuleBinding> GetModuleBindings(IModuleBinder moduleBinder) { return(new[] { moduleBinder.RegisterModule <HelloWorldModule>( HelloWorldModule.ModuleName, HelloWorldModuleMapper.MapHelloWorldModule) }); }
/// <summary> /// Creates a new environment with the given settings. /// </summary> /// <param name="settings">The settings to give the Environment.</param> /// <exception cref="System.ArgumentNullException">If settings is null.</exception> public LuaEnvironmentNet(LuaSettings settings) { if (settings == null) { throw new ArgumentNullException(nameof(settings)); } _globals = new LuaTable(); _runtime = LuaRuntimeNet.Create(this); _compiler = new CodeCompiler(); _parser = new PlainParser(); _modules = new ModuleBinder(); Settings = settings.AsReadOnly(); // initialize the global variables. LuaStaticLibraries.Initialize(this); _initializeTypes(); }
public Modules(IPointsList modulePoints, IModuleBinder binder) { /* * This class will contain the main program control for creating assemblies, * placing them, bookkeeping, etc. The IoC container should only be used * from this class. Classes below this one in the hierarchy should not know * about the container. * * Modules is a collection of Module. Modules also holds top level objects * like the master layout part for the assembly we are constructing. Each * Module has a collection of ModuleObject. ModuleObject is any * bindable object at the Module level. All objects to be bound get * their own binder, and they are responsible for setting the IObjectBinder's * ContextData and ContextManager. This is a Tuple<int, int>, where Item1 is * the Module ID, and Item2 is the ConstraintId. * * ContextData will be the lexicographical order of operations for the whole * collection of module. Its contents will vary with the number of * input constraints per Module. Because we have to create and keep * track of very disparate types of objecs, this ordering has to be somewhat * by convention: * * Modules...............ContextData = <0,0-N>.....Item1 = 0 for top level objects * Module.............ContextData = <1-M,0-P>...<ModuleId, ObjectId> * ModuleObject....ContetxData = <1-M,0-P>...Same as Module level objects */ _binder = binder; _binder.ContextData.Context = new Tuple <int, int>(0, 0); _binder.ContextManager.BindingContextManager = PersistenceManager.ActiveDocument.ReferenceKeyManager; _modulePoints = modulePoints; //_modulePoints.PropertyChanged += _modulePoints_PropertyChanged; //if (ModulePoints.IsDirty) //{ // CreateModuleCollection(modulePoints); //} CreateModuleCollection(modulePoints); }
public ModuleObject(IModuleBinder binder) { Binder = binder; }
/// <summary> /// Creates a new LuaEnvironment without initializing the state, /// for use with a derrived type. /// </summary> protected LuaEnvironmentNet() { this._compiler = new CodeCompiler(); this._parser = new PlainParser(); this._runtime = LuaRuntimeNet.Create(this); this.Settings = new LuaSettings().AsReadOnly(); this._globals = new LuaValues.LuaTable(); this._modules = new ModuleBinder(); }
/// <summary> /// Creates a new environment with the given settings. /// </summary> /// <param name="settings">The settings to give the Environment.</param> /// <exception cref="System.ArgumentNullException">If settings is null.</exception> public LuaEnvironmentNet(LuaSettings settings) { if (settings == null) throw new ArgumentNullException("settings"); this._globals = new LuaValues.LuaTable(); this._runtime = LuaRuntimeNet.Create(this); this._compiler = new CodeCompiler(); this._parser = new PlainParser(); this._modules = new ModuleBinder(); this.Settings = settings.AsReadOnly(); // initialize the global variables. LuaStaticLibraries.Initialize(this); InitializeTypes(); }
ILuaValue require(string name) { IModuleBinder bind = ((ILuaEnvironmentNet)E_).ModuleBinder; return(bind.Load(E_, name)); }