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@@ -1,2380 +1,2507 @@
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-#include "Base.h"
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-#include "ScriptController.h"
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-#include "lua_Game.h"
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-#include "Base.h"
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-#include "ControlFactory.h"
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-#include "FileSystem.h"
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-#include "FrameBuffer.h"
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-#include "Game.h"
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-#include "Platform.h"
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-#include "RenderState.h"
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-#include "SceneLoader.h"
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-#include "lua_GameClearFlags.h"
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-#include "lua_GameState.h"
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-#include "lua_GamepadGamepadEvent.h"
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-#include "lua_GestureGestureEvent.h"
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-#include "lua_KeyboardKeyEvent.h"
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-#include "lua_MouseMouseEvent.h"
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-#include "lua_TouchTouchEvent.h"
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-
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-namespace gameplay
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-{
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-
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-void luaRegister_Game()
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-{
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- const luaL_Reg lua_members[] =
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- {
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- {"canExit", lua_Game_canExit},
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- {"clear", lua_Game_clear},
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- {"displayKeyboard", lua_Game_displayKeyboard},
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- {"exit", lua_Game_exit},
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- {"frame", lua_Game_frame},
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- {"gamepadEvent", lua_Game_gamepadEvent},
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- {"gesturePinchEvent", lua_Game_gesturePinchEvent},
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- {"gestureSwipeEvent", lua_Game_gestureSwipeEvent},
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- {"gestureTapEvent", lua_Game_gestureTapEvent},
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- {"getAIController", lua_Game_getAIController},
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- {"getAccelerometerValues", lua_Game_getAccelerometerValues},
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- {"getAnimationController", lua_Game_getAnimationController},
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- {"getAspectRatio", lua_Game_getAspectRatio},
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- {"getAudioController", lua_Game_getAudioController},
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- {"getAudioListener", lua_Game_getAudioListener},
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- {"getConfig", lua_Game_getConfig},
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- {"getFrameRate", lua_Game_getFrameRate},
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- {"getGamepad", lua_Game_getGamepad},
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- {"getGamepadCount", lua_Game_getGamepadCount},
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- {"getHeight", lua_Game_getHeight},
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- {"getPhysicsController", lua_Game_getPhysicsController},
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- {"getScriptController", lua_Game_getScriptController},
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- {"getSensorValues", lua_Game_getSensorValues},
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- {"getState", lua_Game_getState},
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- {"getViewport", lua_Game_getViewport},
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- {"getWidth", lua_Game_getWidth},
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- {"hasAccelerometer", lua_Game_hasAccelerometer},
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- {"hasMouse", lua_Game_hasMouse},
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- {"isCursorVisible", lua_Game_isCursorVisible},
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- {"isGestureRegistered", lua_Game_isGestureRegistered},
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- {"isGestureSupported", lua_Game_isGestureSupported},
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- {"isInitialized", lua_Game_isInitialized},
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- {"isMouseCaptured", lua_Game_isMouseCaptured},
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- {"isMultiSampling", lua_Game_isMultiSampling},
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- {"isMultiTouch", lua_Game_isMultiTouch},
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- {"keyEvent", lua_Game_keyEvent},
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- {"launchURL", lua_Game_launchURL},
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- {"mouseEvent", lua_Game_mouseEvent},
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- {"pause", lua_Game_pause},
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- {"registerGesture", lua_Game_registerGesture},
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- {"resizeEvent", lua_Game_resizeEvent},
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- {"resume", lua_Game_resume},
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- {"run", lua_Game_run},
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- {"schedule", lua_Game_schedule},
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- {"setCursorVisible", lua_Game_setCursorVisible},
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- {"setMouseCaptured", lua_Game_setMouseCaptured},
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- {"setMultiSampling", lua_Game_setMultiSampling},
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- {"setMultiTouch", lua_Game_setMultiTouch},
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- {"setViewport", lua_Game_setViewport},
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- {"touchEvent", lua_Game_touchEvent},
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- {"unregisterGesture", lua_Game_unregisterGesture},
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- {NULL, NULL}
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- };
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- const luaL_Reg lua_statics[] =
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- {
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- {"getAbsoluteTime", lua_Game_static_getAbsoluteTime},
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- {"getGameTime", lua_Game_static_getGameTime},
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- {"getInstance", lua_Game_static_getInstance},
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- {"isVsync", lua_Game_static_isVsync},
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- {"setVsync", lua_Game_static_setVsync},
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- {NULL, NULL}
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- };
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- std::vector<std::string> scopePath;
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-
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- gameplay::ScriptUtil::registerClass("Game", lua_members, NULL, lua_Game__gc, lua_statics, scopePath);
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-}
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-
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-static Game* getInstance(lua_State* state)
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-{
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- void* userdata = luaL_checkudata(state, 1, "Game");
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- luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
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- return (Game*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
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-}
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-
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-int lua_Game__gc(lua_State* state)
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-{
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- // Get the number of parameters.
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- int paramCount = lua_gettop(state);
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-
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- // Attempt to match the parameters to a valid binding.
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- switch (paramCount)
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- {
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- case 1:
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA))
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- {
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- void* userdata = luaL_checkudata(state, 1, "Game");
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- luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
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- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
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- if (object->owns)
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- {
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- Game* instance = (Game*)object->instance;
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- SAFE_DELETE(instance);
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- }
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-
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- return 0;
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- }
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-
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- lua_pushstring(state, "lua_Game__gc - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- default:
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- {
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- lua_pushstring(state, "Invalid number of parameters (expected 1).");
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- lua_error(state);
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- break;
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- }
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- }
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- return 0;
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-}
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-
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-int lua_Game_canExit(lua_State* state)
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-{
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- // Get the number of parameters.
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- int paramCount = lua_gettop(state);
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-
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- // Attempt to match the parameters to a valid binding.
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- switch (paramCount)
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- {
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- case 1:
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA))
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- {
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- Game* instance = getInstance(state);
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- bool result = instance->canExit();
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-
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- // Push the return value onto the stack.
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- lua_pushboolean(state, result);
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-
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- return 1;
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- }
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-
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- lua_pushstring(state, "lua_Game_canExit - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- default:
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- {
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- lua_pushstring(state, "Invalid number of parameters (expected 1).");
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- lua_error(state);
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- break;
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- }
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- }
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- return 0;
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-}
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-
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-int lua_Game_clear(lua_State* state)
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-{
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- // Get the number of parameters.
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- int paramCount = lua_gettop(state);
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-
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- // Attempt to match the parameters to a valid binding.
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- switch (paramCount)
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- {
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- case 5:
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- {
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- do
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
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- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
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- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
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- lua_type(state, 4) == LUA_TNUMBER &&
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- lua_type(state, 5) == LUA_TNUMBER)
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- {
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- // Get parameter 1 off the stack.
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- Game::ClearFlags param1 = (Game::ClearFlags)lua_enumFromString_GameClearFlags(luaL_checkstring(state, 2));
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-
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- // Get parameter 2 off the stack.
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- bool param2Valid;
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- gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, ¶m2Valid);
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- if (!param2Valid)
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- break;
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-
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- // Get parameter 3 off the stack.
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- float param3 = (float)luaL_checknumber(state, 4);
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-
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- // Get parameter 4 off the stack.
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- int param4 = (int)luaL_checkint(state, 5);
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-
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- Game* instance = getInstance(state);
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- instance->clear(param1, *param2, param3, param4);
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-
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- return 0;
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- }
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- } while (0);
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-
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- lua_pushstring(state, "lua_Game_clear - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- case 8:
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- {
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- do
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
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- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
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- lua_type(state, 3) == LUA_TNUMBER &&
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- lua_type(state, 4) == LUA_TNUMBER &&
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- lua_type(state, 5) == LUA_TNUMBER &&
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- lua_type(state, 6) == LUA_TNUMBER &&
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- lua_type(state, 7) == LUA_TNUMBER &&
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- lua_type(state, 8) == LUA_TNUMBER)
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- {
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- // Get parameter 1 off the stack.
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- Game::ClearFlags param1 = (Game::ClearFlags)lua_enumFromString_GameClearFlags(luaL_checkstring(state, 2));
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-
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- // Get parameter 2 off the stack.
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- float param2 = (float)luaL_checknumber(state, 3);
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-
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- // Get parameter 3 off the stack.
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- float param3 = (float)luaL_checknumber(state, 4);
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-
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- // Get parameter 4 off the stack.
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- float param4 = (float)luaL_checknumber(state, 5);
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-
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- // Get parameter 5 off the stack.
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- float param5 = (float)luaL_checknumber(state, 6);
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-
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- // Get parameter 6 off the stack.
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- float param6 = (float)luaL_checknumber(state, 7);
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-
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- // Get parameter 7 off the stack.
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- int param7 = (int)luaL_checkint(state, 8);
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-
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- Game* instance = getInstance(state);
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- instance->clear(param1, param2, param3, param4, param5, param6, param7);
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-
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- return 0;
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- }
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- } while (0);
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-
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- lua_pushstring(state, "lua_Game_clear - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- default:
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- {
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- lua_pushstring(state, "Invalid number of parameters (expected 5 or 8).");
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- lua_error(state);
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- break;
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- }
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- }
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- return 0;
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-}
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-
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-int lua_Game_displayKeyboard(lua_State* state)
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-{
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- // Get the number of parameters.
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- int paramCount = lua_gettop(state);
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-
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- // Attempt to match the parameters to a valid binding.
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- switch (paramCount)
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- {
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- case 2:
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
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- lua_type(state, 2) == LUA_TBOOLEAN)
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- {
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- // Get parameter 1 off the stack.
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- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
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-
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- Game* instance = getInstance(state);
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- instance->displayKeyboard(param1);
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-
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- return 0;
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- }
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-
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- lua_pushstring(state, "lua_Game_displayKeyboard - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- default:
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- {
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- lua_pushstring(state, "Invalid number of parameters (expected 2).");
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- lua_error(state);
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- break;
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- }
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- }
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- return 0;
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-}
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-
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-int lua_Game_exit(lua_State* state)
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-{
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- // Get the number of parameters.
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- int paramCount = lua_gettop(state);
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-
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- // Attempt to match the parameters to a valid binding.
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- switch (paramCount)
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- {
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- case 1:
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA))
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- {
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- Game* instance = getInstance(state);
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- instance->exit();
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-
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- return 0;
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- }
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-
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- lua_pushstring(state, "lua_Game_exit - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- default:
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- {
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- lua_pushstring(state, "Invalid number of parameters (expected 1).");
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- lua_error(state);
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- break;
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- }
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- }
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- return 0;
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-}
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-
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-int lua_Game_frame(lua_State* state)
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-{
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- // Get the number of parameters.
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- int paramCount = lua_gettop(state);
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-
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- // Attempt to match the parameters to a valid binding.
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- switch (paramCount)
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- {
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- case 1:
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA))
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- {
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- Game* instance = getInstance(state);
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- instance->frame();
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-
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- return 0;
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- }
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-
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- lua_pushstring(state, "lua_Game_frame - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- default:
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- {
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- lua_pushstring(state, "Invalid number of parameters (expected 1).");
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- lua_error(state);
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- break;
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- }
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- }
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- return 0;
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-}
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-
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-int lua_Game_gamepadEvent(lua_State* state)
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-{
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- // Get the number of parameters.
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- int paramCount = lua_gettop(state);
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-
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- // Attempt to match the parameters to a valid binding.
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- switch (paramCount)
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- {
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- case 3:
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- {
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- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
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- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
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- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
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- {
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- // Get parameter 1 off the stack.
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- Gamepad::GamepadEvent param1 = (Gamepad::GamepadEvent)lua_enumFromString_GamepadGamepadEvent(luaL_checkstring(state, 2));
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-
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- // Get parameter 2 off the stack.
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- bool param2Valid;
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- gameplay::ScriptUtil::LuaArray<Gamepad> param2 = gameplay::ScriptUtil::getObjectPointer<Gamepad>(3, "Gamepad", false, ¶m2Valid);
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- if (!param2Valid)
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- {
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- lua_pushstring(state, "Failed to convert parameter 2 to type 'Gamepad'.");
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- lua_error(state);
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- }
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-
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- Game* instance = getInstance(state);
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- instance->gamepadEvent(param1, param2);
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-
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- return 0;
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- }
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-
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- lua_pushstring(state, "lua_Game_gamepadEvent - Failed to match the given parameters to a valid function signature.");
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- lua_error(state);
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- break;
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- }
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- default:
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- {
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- lua_pushstring(state, "Invalid number of parameters (expected 3).");
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- lua_error(state);
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|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_gesturePinchEvent(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 4:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 4) == LUA_TNUMBER)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- int param1 = (int)luaL_checkint(state, 2);
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- int param2 = (int)luaL_checkint(state, 3);
|
|
|
-
|
|
|
- // Get parameter 3 off the stack.
|
|
|
- float param3 = (float)luaL_checknumber(state, 4);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->gesturePinchEvent(param1, param2, param3);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_gesturePinchEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 4).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_gestureSwipeEvent(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 4:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 4) == LUA_TNUMBER)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- int param1 = (int)luaL_checkint(state, 2);
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- int param2 = (int)luaL_checkint(state, 3);
|
|
|
-
|
|
|
- // Get parameter 3 off the stack.
|
|
|
- int param3 = (int)luaL_checkint(state, 4);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->gestureSwipeEvent(param1, param2, param3);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_gestureSwipeEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 4).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_gestureTapEvent(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 3:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 3) == LUA_TNUMBER)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- int param1 = (int)luaL_checkint(state, 2);
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- int param2 = (int)luaL_checkint(state, 3);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->gestureTapEvent(param1, param2);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_gestureTapEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getAIController(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getAIController();
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "AIController");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getAIController - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getAccelerometerValues(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 3:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
|
|
|
- (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->getAccelerometerValues(param1, param2);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getAccelerometerValues - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getAnimationController(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getAnimationController();
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "AnimationController");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getAnimationController - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getAspectRatio(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- float result = instance->getAspectRatio();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushnumber(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getAspectRatio - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getAudioController(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getAudioController();
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "AudioController");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getAudioController - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getAudioListener(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getAudioListener();
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "AudioListener");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getAudioListener - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getConfig(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getConfig();
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "Properties");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getConfig - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getFrameRate(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- unsigned int result = instance->getFrameRate();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushunsigned(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getFrameRate - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getGamepad(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TNUMBER)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getGamepad(param1);
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "Gamepad");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getGamepad - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- case 3:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 3) == LUA_TBOOLEAN)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getGamepad(param1, param2);
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "Gamepad");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getGamepad - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2 or 3).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getGamepadCount(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- unsigned int result = instance->getGamepadCount();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushunsigned(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getGamepadCount - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getHeight(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- unsigned int result = instance->getHeight();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushunsigned(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getHeight - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getPhysicsController(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getPhysicsController();
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "PhysicsController");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getPhysicsController - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getScriptController(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)instance->getScriptController();
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "ScriptController");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getScriptController - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getSensorValues(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 7:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
|
|
|
- (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA) &&
|
|
|
- (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
|
|
|
- (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
|
|
|
- (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) &&
|
|
|
- (lua_type(state, 7) == LUA_TTABLE || lua_type(state, 7) == LUA_TLIGHTUSERDATA))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
|
|
|
-
|
|
|
- // Get parameter 3 off the stack.
|
|
|
- gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
|
|
|
-
|
|
|
- // Get parameter 4 off the stack.
|
|
|
- gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
|
|
|
-
|
|
|
- // Get parameter 5 off the stack.
|
|
|
- gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
|
|
|
-
|
|
|
- // Get parameter 6 off the stack.
|
|
|
- gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->getSensorValues(param1, param2, param3, param4, param5, param6);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getSensorValues - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 7).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getState(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- Game::State result = instance->getState();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushstring(state, lua_stringFromEnum_GameState(result));
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getState - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getViewport(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- void* returnPtr = (void*)&(instance->getViewport());
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "Rectangle");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getViewport - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_getWidth(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- unsigned int result = instance->getWidth();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushunsigned(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_getWidth - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_hasAccelerometer(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->hasAccelerometer();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_hasAccelerometer - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_hasMouse(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->hasMouse();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_hasMouse - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_isCursorVisible(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->isCursorVisible();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_isCursorVisible - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_isGestureRegistered(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->isGestureRegistered(param1);
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_isGestureRegistered - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_isGestureSupported(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->isGestureSupported(param1);
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_isGestureSupported - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_isInitialized(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->isInitialized();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_isInitialized - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_isMouseCaptured(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->isMouseCaptured();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_isMouseCaptured - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_isMultiSampling(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->isMultiSampling();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_isMultiSampling - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_isMultiTouch(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->isMultiTouch();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_isMultiTouch - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_keyEvent(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 3:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
- lua_type(state, 3) == LUA_TNUMBER)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- Keyboard::KeyEvent param1 = (Keyboard::KeyEvent)lua_enumFromString_KeyboardKeyEvent(luaL_checkstring(state, 2));
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- int param2 = (int)luaL_checkint(state, 3);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->keyEvent(param1, param2);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_keyEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_launchURL(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- const char* param1 = gameplay::ScriptUtil::getString(2, false);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->launchURL(param1);
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_launchURL - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_mouseEvent(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 5:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
- lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 4) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 5) == LUA_TNUMBER)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- Mouse::MouseEvent param1 = (Mouse::MouseEvent)lua_enumFromString_MouseMouseEvent(luaL_checkstring(state, 2));
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- int param2 = (int)luaL_checkint(state, 3);
|
|
|
-
|
|
|
- // Get parameter 3 off the stack.
|
|
|
- int param3 = (int)luaL_checkint(state, 4);
|
|
|
-
|
|
|
- // Get parameter 4 off the stack.
|
|
|
- int param4 = (int)luaL_checkint(state, 5);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- bool result = instance->mouseEvent(param1, param2, param3, param4);
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_mouseEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 5).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_pause(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->pause();
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_pause - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_registerGesture(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->registerGesture(param1);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_registerGesture - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_resizeEvent(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 3:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 3) == LUA_TNUMBER)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->resizeEvent(param1, param2);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_resizeEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_resume(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->resume();
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_resume - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_run(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
- {
|
|
|
- Game* instance = getInstance(state);
|
|
|
- int result = instance->run();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushinteger(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_run - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_schedule(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 3:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
- (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- float param1 = (float)luaL_checknumber(state, 2);
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- const char* param2 = gameplay::ScriptUtil::getString(3, false);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->schedule(param1, param2);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_schedule - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_setCursorVisible(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->setCursorVisible(param1);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_setCursorVisible - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_setMouseCaptured(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->setMouseCaptured(param1);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_setMouseCaptured - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_setMultiSampling(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->setMultiSampling(param1);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_setMultiSampling - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_setMultiTouch(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->setMultiTouch(param1);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_setMultiTouch - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_setViewport(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- bool param1Valid;
|
|
|
- gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
|
|
|
- if (!param1Valid)
|
|
|
- {
|
|
|
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
|
|
|
- lua_error(state);
|
|
|
- }
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->setViewport(*param1);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_setViewport - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_static_getAbsoluteTime(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 0:
|
|
|
- {
|
|
|
- double result = Game::getAbsoluteTime();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushnumber(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_static_getGameTime(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 0:
|
|
|
- {
|
|
|
- double result = Game::getGameTime();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushnumber(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_static_getInstance(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 0:
|
|
|
- {
|
|
|
- void* returnPtr = (void*)Game::getInstance();
|
|
|
- if (returnPtr)
|
|
|
- {
|
|
|
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
- object->instance = returnPtr;
|
|
|
- object->owns = false;
|
|
|
- luaL_getmetatable(state, "Game");
|
|
|
- lua_setmetatable(state, -2);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- lua_pushnil(state);
|
|
|
- }
|
|
|
-
|
|
|
- return 1;
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_static_isVsync(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 0:
|
|
|
- {
|
|
|
- bool result = Game::isVsync();
|
|
|
-
|
|
|
- // Push the return value onto the stack.
|
|
|
- lua_pushboolean(state, result);
|
|
|
-
|
|
|
- return 1;
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_static_setVsync(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 1:
|
|
|
- {
|
|
|
- if (lua_type(state, 1) == LUA_TBOOLEAN)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 1);
|
|
|
-
|
|
|
- Game::setVsync(param1);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_static_setVsync - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_touchEvent(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 5:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
- lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 4) == LUA_TNUMBER &&
|
|
|
- lua_type(state, 5) == LUA_TNUMBER)
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- Touch::TouchEvent param1 = (Touch::TouchEvent)lua_enumFromString_TouchTouchEvent(luaL_checkstring(state, 2));
|
|
|
-
|
|
|
- // Get parameter 2 off the stack.
|
|
|
- int param2 = (int)luaL_checkint(state, 3);
|
|
|
-
|
|
|
- // Get parameter 3 off the stack.
|
|
|
- int param3 = (int)luaL_checkint(state, 4);
|
|
|
-
|
|
|
- // Get parameter 4 off the stack.
|
|
|
- unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 5);
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->touchEvent(param1, param2, param3, param4);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_touchEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 5).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-int lua_Game_unregisterGesture(lua_State* state)
|
|
|
-{
|
|
|
- // Get the number of parameters.
|
|
|
- int paramCount = lua_gettop(state);
|
|
|
-
|
|
|
- // Attempt to match the parameters to a valid binding.
|
|
|
- switch (paramCount)
|
|
|
- {
|
|
|
- case 2:
|
|
|
- {
|
|
|
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
- {
|
|
|
- // Get parameter 1 off the stack.
|
|
|
- Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
|
|
|
-
|
|
|
- Game* instance = getInstance(state);
|
|
|
- instance->unregisterGesture(param1);
|
|
|
-
|
|
|
- return 0;
|
|
|
- }
|
|
|
-
|
|
|
- lua_pushstring(state, "lua_Game_unregisterGesture - Failed to match the given parameters to a valid function signature.");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- {
|
|
|
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
- lua_error(state);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- return 0;
|
|
|
-}
|
|
|
-
|
|
|
-}
|
|
|
+#include "Base.h"
|
|
|
+#include "ScriptController.h"
|
|
|
+#include "lua_Game.h"
|
|
|
+#include "Base.h"
|
|
|
+#include "ControlFactory.h"
|
|
|
+#include "FileSystem.h"
|
|
|
+#include "FrameBuffer.h"
|
|
|
+#include "Game.h"
|
|
|
+#include "Platform.h"
|
|
|
+#include "RenderState.h"
|
|
|
+#include "SceneLoader.h"
|
|
|
+#include "lua_GameClearFlags.h"
|
|
|
+#include "lua_GameState.h"
|
|
|
+#include "lua_GamepadGamepadEvent.h"
|
|
|
+#include "lua_GestureGestureEvent.h"
|
|
|
+#include "lua_KeyboardKeyEvent.h"
|
|
|
+#include "lua_MouseMouseEvent.h"
|
|
|
+#include "lua_TouchTouchEvent.h"
|
|
|
+
|
|
|
+namespace gameplay
|
|
|
+{
|
|
|
+
|
|
|
+void luaRegister_Game()
|
|
|
+{
|
|
|
+ const luaL_Reg lua_members[] =
|
|
|
+ {
|
|
|
+ {"canExit", lua_Game_canExit},
|
|
|
+ {"clear", lua_Game_clear},
|
|
|
+ {"displayKeyboard", lua_Game_displayKeyboard},
|
|
|
+ {"exit", lua_Game_exit},
|
|
|
+ {"frame", lua_Game_frame},
|
|
|
+ {"gamepadEvent", lua_Game_gamepadEvent},
|
|
|
+ {"gestureDragEvent", lua_Game_gestureDragEvent},
|
|
|
+ {"gestureDropEvent", lua_Game_gestureDropEvent},
|
|
|
+ {"gestureLongTapEvent", lua_Game_gestureLongTapEvent},
|
|
|
+ {"gesturePinchEvent", lua_Game_gesturePinchEvent},
|
|
|
+ {"gestureSwipeEvent", lua_Game_gestureSwipeEvent},
|
|
|
+ {"gestureTapEvent", lua_Game_gestureTapEvent},
|
|
|
+ {"getAIController", lua_Game_getAIController},
|
|
|
+ {"getAccelerometerValues", lua_Game_getAccelerometerValues},
|
|
|
+ {"getAnimationController", lua_Game_getAnimationController},
|
|
|
+ {"getAspectRatio", lua_Game_getAspectRatio},
|
|
|
+ {"getAudioController", lua_Game_getAudioController},
|
|
|
+ {"getAudioListener", lua_Game_getAudioListener},
|
|
|
+ {"getConfig", lua_Game_getConfig},
|
|
|
+ {"getFrameRate", lua_Game_getFrameRate},
|
|
|
+ {"getGamepad", lua_Game_getGamepad},
|
|
|
+ {"getGamepadCount", lua_Game_getGamepadCount},
|
|
|
+ {"getHeight", lua_Game_getHeight},
|
|
|
+ {"getPhysicsController", lua_Game_getPhysicsController},
|
|
|
+ {"getScriptController", lua_Game_getScriptController},
|
|
|
+ {"getSensorValues", lua_Game_getSensorValues},
|
|
|
+ {"getState", lua_Game_getState},
|
|
|
+ {"getViewport", lua_Game_getViewport},
|
|
|
+ {"getWidth", lua_Game_getWidth},
|
|
|
+ {"hasAccelerometer", lua_Game_hasAccelerometer},
|
|
|
+ {"hasMouse", lua_Game_hasMouse},
|
|
|
+ {"isCursorVisible", lua_Game_isCursorVisible},
|
|
|
+ {"isGestureRegistered", lua_Game_isGestureRegistered},
|
|
|
+ {"isGestureSupported", lua_Game_isGestureSupported},
|
|
|
+ {"isInitialized", lua_Game_isInitialized},
|
|
|
+ {"isMouseCaptured", lua_Game_isMouseCaptured},
|
|
|
+ {"isMultiSampling", lua_Game_isMultiSampling},
|
|
|
+ {"isMultiTouch", lua_Game_isMultiTouch},
|
|
|
+ {"keyEvent", lua_Game_keyEvent},
|
|
|
+ {"launchURL", lua_Game_launchURL},
|
|
|
+ {"mouseEvent", lua_Game_mouseEvent},
|
|
|
+ {"pause", lua_Game_pause},
|
|
|
+ {"registerGesture", lua_Game_registerGesture},
|
|
|
+ {"resizeEvent", lua_Game_resizeEvent},
|
|
|
+ {"resume", lua_Game_resume},
|
|
|
+ {"run", lua_Game_run},
|
|
|
+ {"schedule", lua_Game_schedule},
|
|
|
+ {"setCursorVisible", lua_Game_setCursorVisible},
|
|
|
+ {"setMouseCaptured", lua_Game_setMouseCaptured},
|
|
|
+ {"setMultiSampling", lua_Game_setMultiSampling},
|
|
|
+ {"setMultiTouch", lua_Game_setMultiTouch},
|
|
|
+ {"setViewport", lua_Game_setViewport},
|
|
|
+ {"touchEvent", lua_Game_touchEvent},
|
|
|
+ {"unregisterGesture", lua_Game_unregisterGesture},
|
|
|
+ {NULL, NULL}
|
|
|
+ };
|
|
|
+ const luaL_Reg lua_statics[] =
|
|
|
+ {
|
|
|
+ {"getAbsoluteTime", lua_Game_static_getAbsoluteTime},
|
|
|
+ {"getGameTime", lua_Game_static_getGameTime},
|
|
|
+ {"getInstance", lua_Game_static_getInstance},
|
|
|
+ {"isVsync", lua_Game_static_isVsync},
|
|
|
+ {"setVsync", lua_Game_static_setVsync},
|
|
|
+ {NULL, NULL}
|
|
|
+ };
|
|
|
+ std::vector<std::string> scopePath;
|
|
|
+
|
|
|
+ gameplay::ScriptUtil::registerClass("Game", lua_members, NULL, lua_Game__gc, lua_statics, scopePath);
|
|
|
+}
|
|
|
+
|
|
|
+static Game* getInstance(lua_State* state)
|
|
|
+{
|
|
|
+ void* userdata = luaL_checkudata(state, 1, "Game");
|
|
|
+ luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
|
|
|
+ return (Game*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game__gc(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ void* userdata = luaL_checkudata(state, 1, "Game");
|
|
|
+ luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
|
|
|
+ if (object->owns)
|
|
|
+ {
|
|
|
+ Game* instance = (Game*)object->instance;
|
|
|
+ SAFE_DELETE(instance);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game__gc - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_canExit(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->canExit();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_canExit - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_clear(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 5:
|
|
|
+ {
|
|
|
+ do
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
+ (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
|
|
|
+ lua_type(state, 4) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 5) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Game::ClearFlags param1 = (Game::ClearFlags)lua_enumFromString_GameClearFlags(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ bool param2Valid;
|
|
|
+ gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, ¶m2Valid);
|
|
|
+ if (!param2Valid)
|
|
|
+ break;
|
|
|
+
|
|
|
+ // Get parameter 3 off the stack.
|
|
|
+ float param3 = (float)luaL_checknumber(state, 4);
|
|
|
+
|
|
|
+ // Get parameter 4 off the stack.
|
|
|
+ int param4 = (int)luaL_checkint(state, 5);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->clear(param1, *param2, param3, param4);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+ } while (0);
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_clear - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case 8:
|
|
|
+ {
|
|
|
+ do
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 4) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 5) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 6) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 7) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 8) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Game::ClearFlags param1 = (Game::ClearFlags)lua_enumFromString_GameClearFlags(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ float param2 = (float)luaL_checknumber(state, 3);
|
|
|
+
|
|
|
+ // Get parameter 3 off the stack.
|
|
|
+ float param3 = (float)luaL_checknumber(state, 4);
|
|
|
+
|
|
|
+ // Get parameter 4 off the stack.
|
|
|
+ float param4 = (float)luaL_checknumber(state, 5);
|
|
|
+
|
|
|
+ // Get parameter 5 off the stack.
|
|
|
+ float param5 = (float)luaL_checknumber(state, 6);
|
|
|
+
|
|
|
+ // Get parameter 6 off the stack.
|
|
|
+ float param6 = (float)luaL_checknumber(state, 7);
|
|
|
+
|
|
|
+ // Get parameter 7 off the stack.
|
|
|
+ int param7 = (int)luaL_checkint(state, 8);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->clear(param1, param2, param3, param4, param5, param6, param7);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+ } while (0);
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_clear - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 5 or 8).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_displayKeyboard(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->displayKeyboard(param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_displayKeyboard - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_exit(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->exit();
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_exit - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_frame(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->frame();
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_frame - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_gamepadEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
+ (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Gamepad::GamepadEvent param1 = (Gamepad::GamepadEvent)lua_enumFromString_GamepadGamepadEvent(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ bool param2Valid;
|
|
|
+ gameplay::ScriptUtil::LuaArray<Gamepad> param2 = gameplay::ScriptUtil::getObjectPointer<Gamepad>(3, "Gamepad", false, ¶m2Valid);
|
|
|
+ if (!param2Valid)
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Failed to convert parameter 2 to type 'Gamepad'.");
|
|
|
+ lua_error(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->gamepadEvent(param1, param2);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_gamepadEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_gestureDragEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ int param1 = (int)luaL_checkint(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->gestureDragEvent(param1, param2);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_gestureDragEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_gestureDropEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ int param1 = (int)luaL_checkint(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->gestureDropEvent(param1, param2);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_gestureDropEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_gestureLongTapEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 4:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 4) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ int param1 = (int)luaL_checkint(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ // Get parameter 3 off the stack.
|
|
|
+ float param3 = (float)luaL_checknumber(state, 4);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->gestureLongTapEvent(param1, param2, param3);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_gestureLongTapEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 4).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_gesturePinchEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 4:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 4) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ int param1 = (int)luaL_checkint(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ // Get parameter 3 off the stack.
|
|
|
+ float param3 = (float)luaL_checknumber(state, 4);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->gesturePinchEvent(param1, param2, param3);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_gesturePinchEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 4).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_gestureSwipeEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 4:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 4) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ int param1 = (int)luaL_checkint(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ // Get parameter 3 off the stack.
|
|
|
+ int param3 = (int)luaL_checkint(state, 4);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->gestureSwipeEvent(param1, param2, param3);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_gestureSwipeEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 4).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_gestureTapEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ int param1 = (int)luaL_checkint(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->gestureTapEvent(param1, param2);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_gestureTapEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getAIController(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getAIController();
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "AIController");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getAIController - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getAccelerometerValues(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
|
|
|
+ (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->getAccelerometerValues(param1, param2);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getAccelerometerValues - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getAnimationController(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getAnimationController();
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "AnimationController");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getAnimationController - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getAspectRatio(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ float result = instance->getAspectRatio();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushnumber(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getAspectRatio - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getAudioController(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getAudioController();
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "AudioController");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getAudioController - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getAudioListener(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getAudioListener();
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "AudioListener");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getAudioListener - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getConfig(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getConfig();
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "Properties");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getConfig - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getFrameRate(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ unsigned int result = instance->getFrameRate();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushunsigned(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getFrameRate - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getGamepad(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getGamepad(param1);
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "Gamepad");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getGamepad - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 3) == LUA_TBOOLEAN)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getGamepad(param1, param2);
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "Gamepad");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getGamepad - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2 or 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getGamepadCount(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ unsigned int result = instance->getGamepadCount();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushunsigned(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getGamepadCount - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getHeight(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ unsigned int result = instance->getHeight();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushunsigned(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getHeight - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getPhysicsController(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getPhysicsController();
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "PhysicsController");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getPhysicsController - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getScriptController(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)instance->getScriptController();
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "ScriptController");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getScriptController - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getSensorValues(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 7:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
|
|
|
+ (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA) &&
|
|
|
+ (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
|
|
|
+ (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
|
|
|
+ (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) &&
|
|
|
+ (lua_type(state, 7) == LUA_TTABLE || lua_type(state, 7) == LUA_TLIGHTUSERDATA))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
|
|
|
+
|
|
|
+ // Get parameter 3 off the stack.
|
|
|
+ gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
|
|
|
+
|
|
|
+ // Get parameter 4 off the stack.
|
|
|
+ gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
|
|
|
+
|
|
|
+ // Get parameter 5 off the stack.
|
|
|
+ gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
|
|
|
+
|
|
|
+ // Get parameter 6 off the stack.
|
|
|
+ gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->getSensorValues(param1, param2, param3, param4, param5, param6);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getSensorValues - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 7).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getState(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ Game::State result = instance->getState();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushstring(state, lua_stringFromEnum_GameState(result));
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getState - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getViewport(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ void* returnPtr = (void*)&(instance->getViewport());
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "Rectangle");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getViewport - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_getWidth(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ unsigned int result = instance->getWidth();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushunsigned(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_getWidth - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_hasAccelerometer(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->hasAccelerometer();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_hasAccelerometer - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_hasMouse(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->hasMouse();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_hasMouse - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_isCursorVisible(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->isCursorVisible();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_isCursorVisible - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_isGestureRegistered(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->isGestureRegistered(param1);
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_isGestureRegistered - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_isGestureSupported(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->isGestureSupported(param1);
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_isGestureSupported - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_isInitialized(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->isInitialized();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_isInitialized - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_isMouseCaptured(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->isMouseCaptured();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_isMouseCaptured - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_isMultiSampling(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->isMultiSampling();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_isMultiSampling - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_isMultiTouch(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->isMultiTouch();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_isMultiTouch - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_keyEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Keyboard::KeyEvent param1 = (Keyboard::KeyEvent)lua_enumFromString_KeyboardKeyEvent(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->keyEvent(param1, param2);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_keyEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_launchURL(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ const char* param1 = gameplay::ScriptUtil::getString(2, false);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->launchURL(param1);
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_launchURL - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_mouseEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 5:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 4) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 5) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Mouse::MouseEvent param1 = (Mouse::MouseEvent)lua_enumFromString_MouseMouseEvent(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ // Get parameter 3 off the stack.
|
|
|
+ int param3 = (int)luaL_checkint(state, 4);
|
|
|
+
|
|
|
+ // Get parameter 4 off the stack.
|
|
|
+ int param4 = (int)luaL_checkint(state, 5);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ bool result = instance->mouseEvent(param1, param2, param3, param4);
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_mouseEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 5).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_pause(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->pause();
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_pause - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_registerGesture(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->registerGesture(param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_registerGesture - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_resizeEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->resizeEvent(param1, param2);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_resizeEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_resume(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->resume();
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_resume - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_run(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA))
|
|
|
+ {
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ int result = instance->run();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushinteger(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_run - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_schedule(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 3:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TNUMBER &&
|
|
|
+ (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ float param1 = (float)luaL_checknumber(state, 2);
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ const char* param2 = gameplay::ScriptUtil::getString(3, false);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->schedule(param1, param2);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_schedule - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 3).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_setCursorVisible(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->setCursorVisible(param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_setCursorVisible - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_setMouseCaptured(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->setMouseCaptured(param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_setMouseCaptured - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_setMultiSampling(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->setMultiSampling(param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_setMultiSampling - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_setMultiTouch(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ lua_type(state, 2) == LUA_TBOOLEAN)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->setMultiTouch(param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_setMultiTouch - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_setViewport(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ bool param1Valid;
|
|
|
+ gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
|
|
|
+ if (!param1Valid)
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
|
|
|
+ lua_error(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->setViewport(*param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_setViewport - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_static_getAbsoluteTime(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 0:
|
|
|
+ {
|
|
|
+ double result = Game::getAbsoluteTime();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushnumber(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 0).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_static_getGameTime(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 0:
|
|
|
+ {
|
|
|
+ double result = Game::getGameTime();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushnumber(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 0).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_static_getInstance(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 0:
|
|
|
+ {
|
|
|
+ void* returnPtr = (void*)Game::getInstance();
|
|
|
+ if (returnPtr)
|
|
|
+ {
|
|
|
+ gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
|
|
|
+ object->instance = returnPtr;
|
|
|
+ object->owns = false;
|
|
|
+ luaL_getmetatable(state, "Game");
|
|
|
+ lua_setmetatable(state, -2);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ lua_pushnil(state);
|
|
|
+ }
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 0).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_static_isVsync(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 0:
|
|
|
+ {
|
|
|
+ bool result = Game::isVsync();
|
|
|
+
|
|
|
+ // Push the return value onto the stack.
|
|
|
+ lua_pushboolean(state, result);
|
|
|
+
|
|
|
+ return 1;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 0).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_static_setVsync(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ if (lua_type(state, 1) == LUA_TBOOLEAN)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 1);
|
|
|
+
|
|
|
+ Game::setVsync(param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_static_setVsync - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 1).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_touchEvent(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 5:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
|
|
|
+ lua_type(state, 3) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 4) == LUA_TNUMBER &&
|
|
|
+ lua_type(state, 5) == LUA_TNUMBER)
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Touch::TouchEvent param1 = (Touch::TouchEvent)lua_enumFromString_TouchTouchEvent(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ // Get parameter 2 off the stack.
|
|
|
+ int param2 = (int)luaL_checkint(state, 3);
|
|
|
+
|
|
|
+ // Get parameter 3 off the stack.
|
|
|
+ int param3 = (int)luaL_checkint(state, 4);
|
|
|
+
|
|
|
+ // Get parameter 4 off the stack.
|
|
|
+ unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 5);
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->touchEvent(param1, param2, param3, param4);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_touchEvent - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 5).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+int lua_Game_unregisterGesture(lua_State* state)
|
|
|
+{
|
|
|
+ // Get the number of parameters.
|
|
|
+ int paramCount = lua_gettop(state);
|
|
|
+
|
|
|
+ // Attempt to match the parameters to a valid binding.
|
|
|
+ switch (paramCount)
|
|
|
+ {
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ if ((lua_type(state, 1) == LUA_TUSERDATA) &&
|
|
|
+ (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
|
|
|
+ {
|
|
|
+ // Get parameter 1 off the stack.
|
|
|
+ Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
|
|
|
+
|
|
|
+ Game* instance = getInstance(state);
|
|
|
+ instance->unregisterGesture(param1);
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ lua_pushstring(state, "lua_Game_unregisterGesture - Failed to match the given parameters to a valid function signature.");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ default:
|
|
|
+ {
|
|
|
+ lua_pushstring(state, "Invalid number of parameters (expected 2).");
|
|
|
+ lua_error(state);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
+}
|