19 auto& lua = entt::locator<sol::state>::value();
21 auto scene_type = lua.new_usertype<scene::Scene>(
"Scene", sol::no_constructor);
22 scene_type[
"add_system"] = &scene::Scene::add_system;
23 scene_type[
"load"] = &scene::Scene::load;
24 scene_type[
"name"] = &scene::Scene::name;
25 scene_type[
"render"] = &scene::Scene::render;
26 scene_type[
"unload"] = &scene::Scene::unload;
27 scene_type[
"update"] = &scene::Scene::update;
29 auto scenemanager_type = lua.new_usertype<scene::SceneManager>(
"SceneManager", sol::no_constructor);
30 scenemanager_type[
"clear"] = &scene::SceneManager::clear;
31 scenemanager_type[
"empty"] = &scene::SceneManager::empty;
32 scenemanager_type[
"load_app"] = &scene::SceneManager::load_app;
33 scenemanager_type[
"save_app"] = &scene::SceneManager::save_app;
34 scenemanager_type[
"create"] = &scene::SceneManager::create;
35 scenemanager_type[
"pop"] = &scene::SceneManager::pop;
36 scenemanager_type[
"pop_all"] = &scene::SceneManager::pop_all;
37 scenemanager_type[
"push"] = &scene::SceneManager::push;
38 scenemanager_type[
"render"] = &scene::SceneManager::render;
39 scenemanager_type[
"set"] = &scene::SceneManager::set;
40 scenemanager_type[
"top"] = &scene::SceneManager::top;
41 scenemanager_type[
"update"] = &scene::SceneManager::update;