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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\luabind\test\test_const.cpp
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// Copyright (c) 2004 Daniel Wallin and Arvid Norberg // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF // ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED // TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A // PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT // SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR // ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN // ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE // OR OTHER DEALINGS IN THE SOFTWARE. #include "test.hpp" #include
struct A { const A* f() { return this; } int g1() const { return 1; } int g2() { return 2; } }; void test_main(lua_State* L) { using namespace luabind; module(L) [ class_
("A") .def(constructor<>()) .def("f", &A::f) .def("g", &A::g1) .def("g", &A::g2) ]; DOSTRING(L, "a = A()"); DOSTRING(L, "assert(a:g() == 2)"); DOSTRING(L, "a2 = a:f()"); DOSTRING(L, "assert(a2:g() == 1)"); }
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