lua: do not use otable where table are enough
Signed-off-by: Julien Danjou <julien@danjou.info>
This commit is contained in:
parent
77510610d2
commit
a220d46850
2
client.c
2
client.c
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@ -1105,7 +1105,7 @@ luaA_client_tags(lua_State *L)
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}
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}
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tags = &globalconf.screens[(*c)->screen].tags;
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tags = &globalconf.screens[(*c)->screen].tags;
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luaA_otable_new(L);
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lua_newtable(L);
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for(int i = 0; i < tags->len; i++)
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for(int i = 0; i < tags->len; i++)
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if(is_client_tagged(*c, tags->tab[i]))
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if(is_client_tagged(*c, tags->tab[i]))
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{
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{
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2
mouse.c
2
mouse.c
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@ -1156,7 +1156,7 @@ luaA_button_array_set(lua_State *L, int idx, button_array_t *buttons)
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int
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int
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luaA_button_array_get(lua_State *L, button_array_t *buttons)
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luaA_button_array_get(lua_State *L, button_array_t *buttons)
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{
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{
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luaA_otable_new(L);
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lua_newtable(L);
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for(int i = 0; i < buttons->len; i++)
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for(int i = 0; i < buttons->len; i++)
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{
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{
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luaA_button_userdata_new(L, buttons->tab[i]);
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luaA_button_userdata_new(L, buttons->tab[i]);
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