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- Subject: toLua++ and debugging with LuaIDE
- From: "Horowitz, Extern" <Extern.Horowitz@...>
- Date: Mon, 29 Mar 2004 14:47:21 +0200
Hi!
I'm integrating toLua++ into our project and I have this question:
Looking at all of the toLua++ examples provided in the \src\test directory, I see that all the test-projects are constructed in the same way:
there is a .c or .cpp file with a main(). Inside the main, the following is done:
//*****************************************
int main ()
{
int tolua_tclass_open (lua_State*);
lua_State* L = lua_open();
luaopen_base(L);
tolua_tclass_open(L); // initialize the C ==> Lua binding
lua_dofile(L,"TEST.lua"); // Line in question
lua_close(L);
return 0;
}
//*****************************************
i.e., the lua file is executed from within the running C or C++ program.
It would be nice to be able to run the Lua scripts from within the LuaIde debugger. That means that I would comment out the above "Line in question", still set up the environment (i.e. start the C program which initializes the binding), but, run the test-script from within the IDE and not from within the main().
When I do this, I immediately get errors because the Lua environment in the IDE isn't initialized with the binding, and therefore the variables are not bound to the IDE's Lua environment.
How could I accomplish this? I.e. run my Lua scripts inside the IDE debugger and still have the Lua ==> C binding?
Thanx,
Mark