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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
 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
 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
 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
 BlitzMax interface to the Lua main and auxiliary APIs. It is almost
 complete, the only functions missing are those with variable argument
 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
 axe.lua package also contains the full Lua 5.1.4 distribution. The Lua
 source code is completely integrated into the module, additional DLLs
 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
 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
 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
 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>
 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
 following description is not meant as a tutorial, but may still help
 you to start Lua programming within BlitzMax. More API-related
 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
 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
 result of this instantiation is a pointer to a structure
 which&nbsp;contains the full state of the new VM and has to be
 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
 is now time to "open" the intrinsic Lua libraries (note: these
 libraries are part of axe.lua now, external DLLs or shared libraries
 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
 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 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 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
 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>)
 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
 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
 BlitzMax Functions</h3>In order to access BlitzMax features from
 within a Lua script, it is necessary to implement suitable BlitzMax
 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>)
 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>
 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
 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
 evaluates the previously loaded script. The initially mentioned Lua
 commands just prepare for proper error messages should the Lua script
 commands just prepare for proper error messages should the Lua script
 fail.</div>
 fail.</div>