Re: Luabind: derived classes!
Tom McCubbin <[email protected]>
| Newsgroups | gmane.comp.lang.lua.bind.user |
|---|---|
| Message-ID | <1235688587.21077.31.camel@macquad> |
He had failed to register Script, and had LUA_Script registered as an Object...I think he has it fixed now... On Thu, 2009-02-26 at 23:29 +0100, Daniel Wallin wrote: > neosettlers wrote: > > Hello again, > > > > Intro: The way I ve implemented Lua in my project is considering that > > the API can be compiled with or witout Lua. To achieve this, I ve > > created a dummy Script class, so I don’t propagate lua in the entire > > project. > [...] > > No matching overload found, candidates: > > void AddScript(Object&,Script*) > > > > CreateScript creates a LUA_Script* and return a Script* but when passed in > > myObject:AddScript(myScript); it is considered to be a LUA_Script wich > > it is indeed… but there is no C++ match. > > > > In pure C++ this would be legal but Luabind doesn’t seem to like that at > > all, any elegant way to make this work? > > It should work, provided that you actually register your Script class. > Are you sure this is the actual code you are using? It would help a lot > if you can reduce this to a real failing test case, something I can > compile and run without making changes. > ------------------------------------------------------------------------------ Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H _______________________________________________ luabind-user mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/luabind-user