Lua ( http://www.lua.org (c) 2006-2008 PUC-Rio ) is a scripting
language especially thought to be used as an extension language inside
regular applications: as such, it has an extensive set of facilities
aimed at embedding an interpreter that can communicate with the main
application easily. It's also known to be very efficient and fast
(see: http://shootout.alioth.debian.org/gp4/benchmark.php?test=all&lang=lua )
In the few years since its birth, it has been embedded in a whole
bunch of software, commercial or not, especially games (Blizzard's
World of Warcraft is a perfect example) and professional apps (e.g.
Adobe Lightroom).
More details at: http://lua-users.org/wiki/LuaUses
The version used in the plugin is the 5.1.4 (in library form), the
latest available at the moment.
USAGE
The plugin must be installed in the standard location(s) for QC
plugins: when inserting the patch in a composition, you'll find under
the "Settings" tab a sample source, commented about the typical use.
Only inputs of type String, Number and Boolean are mapped directly to
Lua equivalents: Structures have some form of limited support as
tables (for example, you can define Structures of Strings, but not
Structures of Structures), or can be used (like Color) as opaque
references ("Light Userdata" in Lua-speak) to be passed around but not
processed.
- The global table "inputs" will contain the plugin inputs, that will
be generated dynamically while editing the source.
- Similarly, the global table "outputs" will define the plugin outlets
- The "main()" function will be called whenever an input value is
changed: you'll typically put here the code that calculates some
output values from inputs values. If you want to be called
periodically, create an input connected to the patch time or similar
timing facility.
A sample composition (a game in QC!) is included, that shows how
flexible the concept is.
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