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Home » Eclipse Projects » Lua Development Tools » Configuring 'Lips of Suna' Lua modules(Programming newbie wants help getting Lua modules recognized, & other Lua related issues)
Configuring 'Lips of Suna' Lua modules [message #1729311] Tue, 12 April 2016 19:09
Liam McGillivray is currently offline Liam McGillivrayFriend
Messages: 1
Registered: April 2016
Junior Member
Lips of Suna is an open-source 3D game project. The game is written mainly in Lua, but it uses C++ for the low-level stuff. Development has been abandoned for quite some time now, but I want to pick it up and push it forward.
However, I'm very much a newbie in programming. I haven't been able to code comfortably on anything but Arduino, although I have been going through the Lua tutorials at Tutorials Point. I have been struggling to edit the Lua codebase for Lips of Suna, as it's ridiculously modular and complicated. Hopefully using an IDE will help, but I must configure it.

The Outline properly lists the modules loaded, functions, and class declarations in the Lua script. However, if I right-click on one of them and try to go to the declarations or references in other files it just gives me;
'modulename' 0 references in project 'Lips-of-Suna' (no interpreter) (0 matches filtered from view)

So how do I configure the interpreter, and make it recognize references to other files? Does LDK have this functionality, or is it only there for C/C++?
Can I also get a nice class list?
I should point out that Lua modules in LoS are written by their location relative to either 'data/' or 'data/lipsofsuna/'.

On a side note, should I have a separate Eclipse project for the Lua (data/) and C++ (src/) parts of LoS?

Running Eclipse Mars.2 on Ubuntu Studio 15.10.
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