Allow to pass interpreter to evaluate action-script parameters
This allows to add bindings, in particular GUI dialog, to be registered before evaluating the parameters.
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@@ -19,6 +19,8 @@
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#ifndef _ardour_lua_script_params_h_
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#define _ardour_lua_script_params_h_
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#include "lua/luastate.h"
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#include "ardour/libardour_visibility.h"
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#include "ardour/luascripting.h"
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@@ -38,6 +40,7 @@ namespace ARDOUR { namespace LuaScriptParams {
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LIBARDOUR_API LuaScriptParamList script_params (const LuaScriptInfoPtr&, const std::string &);
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LIBARDOUR_API LuaScriptParamList script_params (const std::string &, const std::string &, bool file=true);
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LIBARDOUR_API LuaScriptParamList script_params (LuaState&, const std::string &, const std::string &, bool file=true);
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LIBARDOUR_API void params_to_ref (luabridge::LuaRef *tbl_args, const LuaScriptParamList&);
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LIBARDOUR_API void ref_to_params (LuaScriptParamList&, luabridge::LuaRef *tbl_args);
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@@ -373,10 +373,16 @@ LuaScriptParams::script_params (const LuaScriptInfoPtr& lsi, const std::string &
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LuaScriptParamList
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LuaScriptParams::script_params (const std::string& s, const std::string &pname, bool file)
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{
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LuaState lua;
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return LuaScriptParams::script_params (lua, s, pname, file);
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}
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LuaScriptParamList
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LuaScriptParams::script_params (LuaState& lua, const std::string& s, const std::string &pname, bool file)
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{
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LuaScriptParamList rv;
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LuaState lua;
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lua_State* L = lua.getState();
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lua.sandbox (true);
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lua.do_command ("function ardour () end");
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