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[docs] Fixed breaks.

woollybah 5 years ago
parent
commit
5037d3dc00
1 changed files with 20 additions and 20 deletions
  1. 20 20
      lua.mod/doc/intro.bbdoc

+ 20 - 20
lua.mod/doc/intro.bbdoc

@@ -5,52 +5,52 @@ programming, functional programming, and data-driven programming. Lua
 is intended to be used as a powerful, light-weight scripting language
 for any program that needs one.</span> " (from "<a href="../lua-5.1.4/doc/contents.html">Lua 5.1 Reference
 Manual</a>" by Roberto Ierusalimschy, Luiz Henrique de
-Figueiredo, Waldemar Celes)<br><br>This module provides a
+Figueiredo, Waldemar Celes)<br/><br/>This module provides a
 BlitzMax interface to the Lua main and auxiliary APIs. It is almost
 complete, the only functions missing are those with variable argument
-lists (which are not yet supported by BlitzMax).<br><br>The
+lists (which are not yet supported by BlitzMax).<br/><br/>The
 axe.lua package also contains the full Lua 5.1.4 distribution. The Lua
 source code is completely integrated into the module, additional DLLs
-(or shared libraries, resp.) are no longer required.<br><h2>Lua
+(or shared libraries, resp.) are no longer required.<br/><h2>Lua
 Documentation</h2>The Lua Reference Manual is part of this
-distribution and may be directly visited from here:<br><ul><li><a href="../lua-5.1.4/doc/contents.html">Lua 5.1 Contents</a></li><li><a href="../lua-5.1.4/doc/manual.html">Lua 5.1 Reference Manual</a></li><li><a href="../lua-5.1.4/doc/readme.html">Lua 5.1 ReadMe</a></li></ul>Additional
+distribution and may be directly visited from here:<br/><ul><li><a href="../lua-5.1.4/doc/contents.html">Lua 5.1 Contents</a></li><li><a href="../lua-5.1.4/doc/manual.html">Lua 5.1 Reference Manual</a></li><li><a href="../lua-5.1.4/doc/readme.html">Lua 5.1 ReadMe</a></li></ul>Additional
 information can be found on the <a href="http://www.lua.org">Lua
 web site</a>; the <a href="http://lua-users.org/wiki/">Lua
 wiki</a> contains further material <a href="http://lua-users.org/wiki/BlitzMax">about this module</a>
-and related packages.<br><h2>Introduction</h2>The
+and related packages.<br/><h2>Introduction</h2>The
 following description is not meant as a tutorial, but may still help
 you to start Lua programming within BlitzMax. More API-related
-information can be found in the <a href="../lua-5.1.4/doc/manual.html#3">Lua Reference manual</a><br><h3>Setting
+information can be found in the <a href="../lua-5.1.4/doc/manual.html#3">Lua Reference manual</a><br/><h3>Setting
 up a Lua VM</h3>Running&nbsp;Lua scripts always require the
-instantiation of at least one Lua VM:<br><pre> local LuaState:byte ptr = luaL_newstate()</pre>The
+instantiation of at least one Lua VM:<br/><pre> local LuaState:byte ptr = luaL_newstate()</pre>The
 result of this instantiation is a pointer to a structure
 which&nbsp;contains the full state of the new VM and has to be
-passed as the first argument to almost any other Lua API function.<br><br>It
+passed as the first argument to almost any other Lua API function.<br/><br/>It
 is now time to "open" the intrinsic Lua libraries (note: these
 libraries are part of axe.lua now, external DLLs or shared libraries
-are not necessary):<br><pre> luaL_openlibs(LuaState)</pre>Always
+are not necessary):<br/><pre> luaL_openlibs(LuaState)</pre>Always
 initialize the Lua VM by opening its libraries unless you really know
-what you are doing!<br><br>Usually, creating a single Lua
+what you are doing!<br/><br/>Usually, creating a single Lua
 state is sufficient, even further (Lua) threads share the basic Lua
-state (and its associated environment).<br><h3>Shutting
+state (and its associated environment).<br/><h3>Shutting
 down a Lua VM</h3>At the end, it's always a good idea to shut
-down the Lua VM<br><pre> lua_close(LuaState)</pre>The
+down the Lua VM<br/><pre> lua_close(LuaState)</pre>The
 Lua interpreter has now been terminated and its state variable is no
-longer valid.<br><h3>Accessing Lua Globals</h3>The
-code<br><pre>&nbsp; lua_pushstring(LuaState, "BMXString")<br>  lua_setglobal (LuaState, "luaglobal")</pre>defines
+longer valid.<br/><h3>Accessing Lua Globals</h3>The
+code<br/><pre>&nbsp; lua_pushstring(LuaState, "BMXString")<br/>  lua_setglobal (LuaState, "luaglobal")</pre>defines
 a global Lua variable (called&nbsp;<span style="font-family: Courier New,Courier,monospace;">luaglobal</span>)
 which contains a string (namely "<span style="font-family: Courier New,Courier,monospace;">BMXString</span>").<h3>Registering
 BlitzMax Functions</h3>In order to access BlitzMax features from
 within a Lua script, it is necessary to implement suitable BlitzMax
-functions and register them in the Lua VM.<br><br>Such
-BlitzMax functions typically look as follows:<br><pre> function BMXName:int (LuaState:Byte Ptr)<br>   ...      ' handling of parameters passed from Lua (if required)<br>     ...    ' actual function body<br>   ...      ' passing results back to Lua (if required)<br>   return 0 ' number of values returned to Lua<br> end function</pre>Such
-a function is then registered using<br><pre> lua_register(LuaState, "luaname", BMXName)</pre>This
+functions and register them in the Lua VM.<br/><br/>Such
+BlitzMax functions typically look as follows:<br/><pre> function BMXName:int (LuaState:Byte Ptr)<br/>   ...      ' handling of parameters passed from Lua (if required)<br/>     ...    ' actual function body<br/>   ...      ' passing results back to Lua (if required)<br/>   return 0 ' number of values returned to Lua<br/> end function</pre>Such
+a function is then registered using<br/><pre> lua_register(LuaState, "luaname", BMXName)</pre>This
 command registers a BlitzMax function (called&nbsp;<span style="font-family: Courier New,Courier,monospace;">BMXName</span>)
 with the (global) name&nbsp;<span style="font-family: Courier New,Courier,monospace;">luaname</span>
-under Lua. Both names may be equal, but they do not have to.<br><h3>Running
-Lua Scripts From Within BlitzMax</h3>The code<br><pre> local Result:int = luaL_loadString(LuaState,LuaScript)<br> if (Result &lt;&gt; 0) then<br>   ' ERROR!!!<br>   lua_close(LuaState) ' just to be complete<br>   end<br> end if</pre>loads
+under Lua. Both names may be equal, but they do not have to.<br/><h3>Running
+Lua Scripts From Within BlitzMax</h3>The code<br/><pre> local Result:int = luaL_loadString(LuaState,LuaScript)<br/> if (Result &lt;&gt; 0) then<br/>   ' ERROR!!!<br/>   lua_close(LuaState) ' just to be complete<br/>   end<br/> end if</pre>loads
 and compiles a (BlitzMax) string containing a LuaScript. The result (of
-compilation) is left on the (Lua) stack.<br><pre> lua_getfield(LuaState, LUA_GLOBALSINDEX, "debug")' get global "debug"<br> lua_getfield(LuaState, -1, "traceback")       ' get "debug.traceback"<br> lua_remove (LuaState, -2)           ' remove "debug" table from stack<br><br> Result = lua_pcall(LuaState,1,-1,-1)' use "debug.traceback" as err.hdlr<br> if (Result &lt;&gt; 0) then<br>   ' ERROR<br>   lua_close(LuaState) ' just to be complete<br>   end<br> end if</pre>actually
+compilation) is left on the (Lua) stack.<br/><pre> lua_getfield(LuaState, LUA_GLOBALSINDEX, "debug")' get global "debug"<br/> lua_getfield(LuaState, -1, "traceback")       ' get "debug.traceback"<br/> lua_remove (LuaState, -2)           ' remove "debug" table from stack<br/><br/> Result = lua_pcall(LuaState,1,-1,-1)' use "debug.traceback" as err.hdlr<br/> if (Result &lt;&gt; 0) then<br/>   ' ERROR<br/>   lua_close(LuaState) ' just to be complete<br/>   end<br/> end if</pre>actually
 evaluates the previously loaded script. The initially mentioned Lua
 commands just prepare for proper error messages should the Lua script
 fail.</div>