Leviathan  0.8.0.0
Leviathan game engine
GuiScriptBind.cpp
Go to the documentation of this file.
1 // ------------------------------------ //
2 #include "BindDefinitions.h"
3 
4 #include "GUI/GuiManager.h"
5 
6 #include "FileSystem.h"
7 #include "add_on/autowrapper/aswrappedcall.h"
8 
9 #ifdef _WIN32
10 #include "WindowsInclude.h"
11 #endif // _WIN32
12 
13 using namespace Leviathan;
14 // ------------------------------------ //
15 
16 // Proxies etc.
17 // ------------------------------------ //
18 
19 // ------------------------------------ //
20 // Start of the actual bind
21 namespace Leviathan {
22 
23 } // namespace Leviathan
24 
25 bool Leviathan::BindGUI(asIScriptEngine* engine)
26 {
27  // GuiManager needed to use some functionality, registered so that it cannot be stored //
28  if(engine->RegisterObjectType("GuiManager", 0, asOBJ_REF | asOBJ_NOHANDLE) < 0) {
30  }
31 
32  return true;
33 }
bool BindGUI(asIScriptEngine *engine)
#define ANGELSCRIPT_REGISTERFAIL
Definition: BindHelpers.h:12
The access mask controls which registered functions and classes a script sees.
Definition: GameModule.h:12