Forráskód Böngészése

Merge branch 'next' of https://github.com/blackberry/GamePlay into next

Conflicts:
	gameplay/gameplay.vcxproj.filters
	gameplay/src/Game.cpp
	gameplay/src/lua/lua_Global.cpp
Steve Grenier 13 éve
szülő
commit
9cad7f474b

+ 0 - 4
gameplay/gameplay.vcxproj

@@ -85,7 +85,6 @@
     <ClCompile Include="src\Frustum.cpp" />
     <ClCompile Include="src\Game.cpp" />
     <ClCompile Include="src\Gamepad.cpp" />
-    <ClCompile Include="src\GamepadButton.cpp" />
     <ClCompile Include="src\gameplay-main-android.cpp" />
     <ClCompile Include="src\gameplay-main-blackberry.cpp" />
     <ClCompile Include="src\gameplay-main-linux.cpp" />
@@ -151,7 +150,6 @@
     <ClCompile Include="src\lua\lua_Game.cpp" />
     <ClCompile Include="src\lua\lua_GameClearFlags.cpp" />
     <ClCompile Include="src\lua\lua_Gamepad.cpp" />
-    <ClCompile Include="src\lua\lua_GamepadButton.cpp" />
     <ClCompile Include="src\lua\lua_GamepadButtonMapping.cpp" />
     <ClCompile Include="src\lua\lua_GamepadGamepadEvent.cpp" />
     <ClCompile Include="src\lua\lua_GameState.cpp" />
@@ -364,7 +362,6 @@
     <ClInclude Include="src\Frustum.h" />
     <ClInclude Include="src\Game.h" />
     <ClInclude Include="src\Gamepad.h" />
-    <ClInclude Include="src\GamepadButton.h" />
     <ClInclude Include="src\gameplay.h" />
     <ClInclude Include="src\Gesture.h" />
     <ClInclude Include="src\HeightField.h" />
@@ -429,7 +426,6 @@
     <ClInclude Include="src\lua\lua_Game.h" />
     <ClInclude Include="src\lua\lua_GameClearFlags.h" />
     <ClInclude Include="src\lua\lua_Gamepad.h" />
-    <ClInclude Include="src\lua\lua_GamepadButton.h" />
     <ClInclude Include="src\lua\lua_GamepadButtonMapping.h" />
     <ClInclude Include="src\lua\lua_GamepadGamepadEvent.h" />
     <ClInclude Include="src\lua\lua_GameState.h" />

+ 0 - 12
gameplay/gameplay.vcxproj.filters

@@ -816,15 +816,9 @@
     <ClCompile Include="src\lua\lua_Logger.cpp">
       <Filter>lua</Filter>
     </ClCompile>
-    <ClCompile Include="src\lua\lua_GamepadButton.cpp">
-      <Filter>lua</Filter>
-    </ClCompile>
     <ClCompile Include="src\lua\lua_GamepadButtonMapping.cpp">
       <Filter>lua</Filter>
     </ClCompile>
-    <ClCompile Include="src\GamepadButton.cpp">
-      <Filter>src</Filter>
-    </ClCompile>
     <ClCompile Include="src\Terrain.cpp">
       <Filter>src</Filter>
     </ClCompile>
@@ -1649,15 +1643,9 @@
     <ClInclude Include="src\Stream.h">
       <Filter>src</Filter>
     </ClInclude>
-    <ClInclude Include="src\lua\lua_GamepadButton.h">
-      <Filter>lua</Filter>
-    </ClInclude>
     <ClInclude Include="src\lua\lua_GamepadButtonMapping.h">
       <Filter>lua</Filter>
     </ClInclude>
-    <ClInclude Include="src\GamepadButton.h">
-      <Filter>src</Filter>
-    </ClInclude>
     <ClInclude Include="src\Terrain.h">
       <Filter>src</Filter>
     </ClInclude>

+ 20 - 1
gameplay/src/Button.cpp

@@ -1,10 +1,11 @@
 #include "Base.h"
 #include "Button.h"
+#include "Gamepad.h"
 
 namespace gameplay
 {
 
-Button::Button()
+Button::Button() : _dataBinding(0)
 {
 }
 
@@ -27,6 +28,14 @@ Button* Button::create(Theme::Style* style, Properties* properties)
     Button* button = new Button();
     button->initialize(style, properties);
 
+    // Different types of data bindings can be named differently in a button namespace.
+    // Gamepad button mappings have the name "mapping" and correspond to Gamepad::ButtonMapping enums.
+    const char* mapping = properties->getString("mapping");
+    if (mapping)
+    {
+        button->_dataBinding = Gamepad::getButtonMappingFromString(mapping);
+    }
+
     return button;
 }
 
@@ -92,4 +101,14 @@ const char* Button::getType() const
     return "button";
 }
 
+const unsigned int Button::getDataBinding() const
+{
+    return _dataBinding;
+}
+
+void Button::setDataBinding(unsigned int dataBinding)
+{
+    _dataBinding = dataBinding;
+}
+
 }

+ 6 - 0
gameplay/src/Button.h

@@ -90,6 +90,10 @@ protected:
      */
     const char* getType() const;
 
+    const unsigned int getDataBinding() const;
+
+    void setDataBinding(unsigned int dataBinding);
+
 private:
 
     /**
@@ -97,6 +101,8 @@ private:
      */
     Button(const Button& copy);
 
+    unsigned int _dataBinding;
+
 };
 
 }

+ 0 - 5
gameplay/src/Container.cpp

@@ -6,7 +6,6 @@
 #include "VerticalLayout.h"
 #include "Label.h"
 #include "Button.h"
-#include "GamepadButton.h"
 #include "CheckBox.h"
 #include "RadioButton.h"
 #include "Slider.h"
@@ -142,10 +141,6 @@ void Container::addControls(Theme* theme, Properties* properties)
         {
             control = Button::create(controlStyle, controlSpace);
         }
-        else if (controlName == "GAMEPADBUTTON")
-        {
-            control = GamepadButton::create(controlStyle, controlSpace);
-        }
         else if (controlName == "CHECKBOX")
         {
             control = CheckBox::create(controlStyle, controlSpace);

+ 27 - 38
gameplay/src/Gamepad.cpp

@@ -1,30 +1,13 @@
 #include "Base.h"
 #include "Gamepad.h"
 #include "Game.h"
-#include "GamepadButton.h"
+#include "Button.h"
 
 namespace gameplay
 {
 
 static std::vector<Gamepad*> __gamepads;
 
-unsigned int Gamepad::getIndexFromMapping(Gamepad::ButtonMapping mapping)
-{
-    // Determine which bit is set in the mapping.
-    unsigned int index = 0;
-    bool done = false;
-    do
-    {
-        if (mapping == (1 << index))
-            done = true;
-        else
-            ++index;
-    } while (!done);
-    GP_ASSERT(index < 20);
-
-    return index;
-}
-
 Gamepad::Gamepad(const char* formPath)
     : _id(""), _handle(0), _vendorId(0), _productId(0), _buttonCount(0), _joystickCount(0), _triggerCount(0), _form(NULL)
 {
@@ -35,6 +18,17 @@ Gamepad::Gamepad(const char* formPath)
     _id = _form->getId();
     _vendorString = "GamePlay";
     _productString = "Virtual Gamepad";
+
+    for (int i = 0; i < 2; ++i)
+    {
+        _uiJoysticks[i] = NULL;
+    }
+
+    for (int i = 0; i < 20; ++i)
+    {
+        _uiButtons[i] = NULL;
+    }
+
     bindGamepadControls(_form);
 }
 
@@ -45,6 +39,14 @@ Gamepad::Gamepad(const char* id, GamepadHandle handle, unsigned int buttonCount,
 {
 }
 
+Gamepad::~Gamepad()
+{
+    if (_form)
+    {
+        SAFE_RELEASE(_form);
+    }
+}
+
 Gamepad* Gamepad::add(const char* id, GamepadHandle handle, unsigned int buttonCount, unsigned int joystickCount, unsigned int triggerCount,
     unsigned int vendorId, unsigned int productId, char* vendorString, char* productString)
 {
@@ -120,24 +122,15 @@ void Gamepad::bindGamepadControls(Container* container)
             _uiJoysticks[joystick->getIndex()] = joystick;
             _joystickCount++;
         }
-        else if (std::strcmp("gamepadButton", control->getType()) == 0)
+        else if (std::strcmp("button", control->getType()) == 0)
         {
-            GamepadButton* button = (GamepadButton*)control;
-            unsigned int index = getIndexFromMapping(button->getMapping());
-            _uiButtons[index] = button;
+            Button* button = (Button*)control;
+            _uiButtons[button->getDataBinding()] = button;
             _buttonCount++;
         }   
     }
 }
 
-Gamepad::~Gamepad()
-{
-    if (_form)
-    {        
-        SAFE_RELEASE(_form);
-    }
-}
-
 Gamepad* Gamepad::getGamepad(GamepadHandle handle)
 {
     std::vector<Gamepad*>::const_iterator it;
@@ -259,21 +252,17 @@ bool Gamepad::isButtonDown(ButtonMapping mapping) const
 {
     if (_form)
     {
-        unsigned int index = getIndexFromMapping(mapping);
-        if (index < _buttonCount)
+        Button* button = _uiButtons[mapping];
+        if (button)
         {
-            GamepadButton* button = _uiButtons[index];
-            if (button)
-            {
-                return (button->getState() == Control::ACTIVE);
-            }
+            return (button->getState() == Control::ACTIVE);
         }
         else
         {
             return false;
         }
     }
-    else if (_buttons & mapping)
+    else if (_buttons & (1 << mapping))
     {
         return true;
     }

+ 23 - 23
gameplay/src/Gamepad.h

@@ -8,7 +8,7 @@ namespace gameplay
 {
 
 class Platform;
-class GamepadButton;
+class Button;
 
 /**
  * Defines an interface for handling gamepad input.
@@ -17,8 +17,8 @@ class Gamepad
 {
     friend class Platform;
     friend class Game;
-    friend class GamepadButton;
     friend class Control;
+    friend class Button;
 
 public:
 
@@ -36,26 +36,26 @@ public:
      */
     enum ButtonMapping
     {
-        BUTTON_A       = (1 << 0),
-        BUTTON_B       = (1 << 1),
-        BUTTON_C       = (1 << 2),
-        BUTTON_X       = (1 << 3),
-        BUTTON_Y       = (1 << 4),
-        BUTTON_Z       = (1 << 5),
-        BUTTON_MENU1   = (1 << 6),
-        BUTTON_MENU2   = (1 << 7),
-        BUTTON_MENU3   = (1 << 8),
-        BUTTON_MENU4   = (1 << 9),
-        BUTTON_L1      = (1 << 10),
-        BUTTON_L2      = (1 << 11),
-        BUTTON_L3      = (1 << 12),
-        BUTTON_R1      = (1 << 13),
-        BUTTON_R2      = (1 << 14),
-        BUTTON_R3      = (1 << 15),
-        BUTTON_UP      = (1 << 16),
-        BUTTON_DOWN    = (1 << 17),
-        BUTTON_LEFT    = (1 << 18),
-        BUTTON_RIGHT   = (1 << 19)
+        BUTTON_A,
+        BUTTON_B,
+        BUTTON_C,
+        BUTTON_X,
+        BUTTON_Y,
+        BUTTON_Z,
+        BUTTON_MENU1,
+        BUTTON_MENU2,
+        BUTTON_MENU3,
+        BUTTON_MENU4,
+        BUTTON_L1,
+        BUTTON_L2,
+        BUTTON_L3,
+        BUTTON_R1,
+        BUTTON_R2,
+        BUTTON_R3,
+        BUTTON_UP,
+        BUTTON_DOWN,
+        BUTTON_LEFT,
+        BUTTON_RIGHT
     };
 
     /**
@@ -249,7 +249,7 @@ private:
     // Data needed for virtual gamepads.
     Form* _form;
     Joystick* _uiJoysticks[2];
-    GamepadButton* _uiButtons[20];
+    Button* _uiButtons[20];
 
     // Current gamepad state.
     unsigned int _buttons;

+ 0 - 45
gameplay/src/GamepadButton.cpp

@@ -1,45 +0,0 @@
-#include "Base.h"
-#include "GamepadButton.h"
-
-namespace gameplay
-{
-
-GamepadButton::GamepadButton()
-{
-}
-
-GamepadButton::~GamepadButton()
-{
-}
-
-GamepadButton* GamepadButton::create(const char* id, Theme::Style* style)
-{
-    GamepadButton* button = new GamepadButton();
-
-    button->_id = id;
-    button->_style = style;
-
-    return button;
-}
-
-GamepadButton* GamepadButton::create(Theme::Style* style, Properties* properties)
-{
-    GamepadButton* button = new GamepadButton();
-    button->initialize(style, properties);
-
-    button->_mapping = Gamepad::getButtonMappingFromString(properties->getString("mapping"));
-
-    return button;
-}
-
-const char* GamepadButton::getType() const
-{
-    return "gamepadButton";
-}
-
-const Gamepad::ButtonMapping GamepadButton::getMapping() const
-{
-    return _mapping;
-}
-
-}

+ 0 - 43
gameplay/src/GamepadButton.h

@@ -1,43 +0,0 @@
-#ifndef GAMEPADBUTTON_H_
-#define GAMEPADBUTTON_H_
-
-#include "Button.h"
-#include "Theme.h"
-#include "Properties.h"
-#include "Gamepad.h"
-
-namespace gameplay
-{
-
-class GamepadButton : public Button
-{
-    friend class Container;
-    friend class Gamepad;
-
-public:
-    static GamepadButton* create(const char* id, Theme::Style* style);
-
-protected:
-    /**
-     * Constructor.
-     */
-    GamepadButton();
-
-    /**
-     * Destructor.
-     */
-    virtual ~GamepadButton();
-
-    static GamepadButton* create(Theme::Style* style, Properties* properties);
-
-    const char* getType() const;
-
-    const Gamepad::ButtonMapping getMapping() const;
-
-private:
-    Gamepad::ButtonMapping _mapping;
-};
-
-}
-
-#endif

+ 13 - 3
gameplay/src/PlatformWindows.cpp

@@ -59,13 +59,23 @@ static float normalizeXInputJoystickAxis(int axisValue, int deadZone)
     else
     {
         int value = axisValue;
+        int maxVal;
         if (value < 0)
+        {
             value = -1;
+            maxVal = 32768;
+        }
         else if (value > 0)
+        {
             value = 1;
+            maxVal = 32767;
+        }
         else
-            value = 0;
-        return value * (absAxisValue - deadZone) / (float)(32768 - deadZone);
+        {
+            return 0;
+        }
+
+        return value * (absAxisValue - deadZone) / (float)(maxVal - deadZone);
     }
 }
 #endif
@@ -1170,7 +1180,7 @@ void Platform::pollGamepadState(Gamepad* gamepad)
         {
             if (buttons & 1)
             {
-                gamepad->_buttons |= *mapping;
+                gamepad->_buttons |= (1 << *mapping);
             }
         }
 

+ 0 - 1
gameplay/src/gameplay.h

@@ -95,7 +95,6 @@
 #include "Form.h"
 #include "Label.h"
 #include "Button.h"
-#include "GamepadButton.h"
 #include "CheckBox.h"
 #include "TextBox.h"
 #include "RadioButton.h"

+ 1 - 0
gameplay/src/lua/lua_Button.cpp

@@ -7,6 +7,7 @@
 #include "Button.h"
 #include "Control.h"
 #include "Game.h"
+#include "Gamepad.h"
 #include "Label.h"
 #include "Node.h"
 #include "Ref.h"

+ 1 - 0
gameplay/src/lua/lua_CheckBox.cpp

@@ -8,6 +8,7 @@
 #include "CheckBox.h"
 #include "Control.h"
 #include "Game.h"
+#include "Gamepad.h"
 #include "Label.h"
 #include "Node.h"
 #include "Ref.h"

+ 0 - 1
gameplay/src/lua/lua_Container.cpp

@@ -11,7 +11,6 @@
 #include "Control.h"
 #include "FlowLayout.h"
 #include "Game.h"
-#include "GamepadButton.h"
 #include "Joystick.h"
 #include "Label.h"
 #include "Layout.h"

+ 0 - 1
gameplay/src/lua/lua_Form.cpp

@@ -12,7 +12,6 @@
 #include "FlowLayout.h"
 #include "Form.h"
 #include "Game.h"
-#include "GamepadButton.h"
 #include "Joystick.h"
 #include "Label.h"
 #include "Layout.h"

+ 1 - 1
gameplay/src/lua/lua_Gamepad.cpp

@@ -2,9 +2,9 @@
 #include "ScriptController.h"
 #include "lua_Gamepad.h"
 #include "Base.h"
+#include "Button.h"
 #include "Game.h"
 #include "Gamepad.h"
-#include "GamepadButton.h"
 #include "lua_GamepadButtonMapping.h"
 
 namespace gameplay

+ 0 - 4496
gameplay/src/lua/lua_GamepadButton.cpp

@@ -1,4496 +0,0 @@
-#include "Base.h"
-#include "ScriptController.h"
-#include "lua_GamepadButton.h"
-#include "Animation.h"
-#include "AnimationTarget.h"
-#include "Base.h"
-#include "Button.h"
-#include "Control.h"
-#include "Game.h"
-#include "GamepadButton.h"
-#include "Label.h"
-#include "Node.h"
-#include "Ref.h"
-#include "ScriptController.h"
-#include "ScriptTarget.h"
-#include "lua_ControlAlignment.h"
-#include "lua_ControlListenerEventType.h"
-#include "lua_ControlState.h"
-#include "lua_CurveInterpolationType.h"
-#include "lua_FontJustify.h"
-
-namespace gameplay
-{
-
-void luaRegister_GamepadButton()
-{
-    const luaL_Reg lua_members[] = 
-    {
-        {"addListener", lua_GamepadButton_addListener},
-        {"addRef", lua_GamepadButton_addRef},
-        {"addScriptCallback", lua_GamepadButton_addScriptCallback},
-        {"createAnimation", lua_GamepadButton_createAnimation},
-        {"createAnimationFromBy", lua_GamepadButton_createAnimationFromBy},
-        {"createAnimationFromTo", lua_GamepadButton_createAnimationFromTo},
-        {"destroyAnimation", lua_GamepadButton_destroyAnimation},
-        {"getAlignment", lua_GamepadButton_getAlignment},
-        {"getAnimation", lua_GamepadButton_getAnimation},
-        {"getAnimationPropertyComponentCount", lua_GamepadButton_getAnimationPropertyComponentCount},
-        {"getAnimationPropertyValue", lua_GamepadButton_getAnimationPropertyValue},
-        {"getAutoHeight", lua_GamepadButton_getAutoHeight},
-        {"getAutoWidth", lua_GamepadButton_getAutoWidth},
-        {"getBorder", lua_GamepadButton_getBorder},
-        {"getBounds", lua_GamepadButton_getBounds},
-        {"getClip", lua_GamepadButton_getClip},
-        {"getClipBounds", lua_GamepadButton_getClipBounds},
-        {"getConsumeInputEvents", lua_GamepadButton_getConsumeInputEvents},
-        {"getCursorColor", lua_GamepadButton_getCursorColor},
-        {"getCursorRegion", lua_GamepadButton_getCursorRegion},
-        {"getCursorUVs", lua_GamepadButton_getCursorUVs},
-        {"getFocusIndex", lua_GamepadButton_getFocusIndex},
-        {"getFont", lua_GamepadButton_getFont},
-        {"getFontSize", lua_GamepadButton_getFontSize},
-        {"getHeight", lua_GamepadButton_getHeight},
-        {"getId", lua_GamepadButton_getId},
-        {"getImageColor", lua_GamepadButton_getImageColor},
-        {"getImageRegion", lua_GamepadButton_getImageRegion},
-        {"getImageUVs", lua_GamepadButton_getImageUVs},
-        {"getMargin", lua_GamepadButton_getMargin},
-        {"getOpacity", lua_GamepadButton_getOpacity},
-        {"getPadding", lua_GamepadButton_getPadding},
-        {"getRefCount", lua_GamepadButton_getRefCount},
-        {"getSkinColor", lua_GamepadButton_getSkinColor},
-        {"getSkinRegion", lua_GamepadButton_getSkinRegion},
-        {"getState", lua_GamepadButton_getState},
-        {"getStyle", lua_GamepadButton_getStyle},
-        {"getText", lua_GamepadButton_getText},
-        {"getTextAlignment", lua_GamepadButton_getTextAlignment},
-        {"getTextColor", lua_GamepadButton_getTextColor},
-        {"getTextRightToLeft", lua_GamepadButton_getTextRightToLeft},
-        {"getWidth", lua_GamepadButton_getWidth},
-        {"getX", lua_GamepadButton_getX},
-        {"getY", lua_GamepadButton_getY},
-        {"getZIndex", lua_GamepadButton_getZIndex},
-        {"isContainer", lua_GamepadButton_isContainer},
-        {"isEnabled", lua_GamepadButton_isEnabled},
-        {"isVisible", lua_GamepadButton_isVisible},
-        {"release", lua_GamepadButton_release},
-        {"removeListener", lua_GamepadButton_removeListener},
-        {"removeScriptCallback", lua_GamepadButton_removeScriptCallback},
-        {"setAlignment", lua_GamepadButton_setAlignment},
-        {"setAnimationPropertyValue", lua_GamepadButton_setAnimationPropertyValue},
-        {"setAutoHeight", lua_GamepadButton_setAutoHeight},
-        {"setAutoWidth", lua_GamepadButton_setAutoWidth},
-        {"setBorder", lua_GamepadButton_setBorder},
-        {"setBounds", lua_GamepadButton_setBounds},
-        {"setConsumeInputEvents", lua_GamepadButton_setConsumeInputEvents},
-        {"setCursorColor", lua_GamepadButton_setCursorColor},
-        {"setCursorRegion", lua_GamepadButton_setCursorRegion},
-        {"setEnabled", lua_GamepadButton_setEnabled},
-        {"setFocusIndex", lua_GamepadButton_setFocusIndex},
-        {"setFont", lua_GamepadButton_setFont},
-        {"setFontSize", lua_GamepadButton_setFontSize},
-        {"setHeight", lua_GamepadButton_setHeight},
-        {"setImageColor", lua_GamepadButton_setImageColor},
-        {"setImageRegion", lua_GamepadButton_setImageRegion},
-        {"setMargin", lua_GamepadButton_setMargin},
-        {"setOpacity", lua_GamepadButton_setOpacity},
-        {"setPadding", lua_GamepadButton_setPadding},
-        {"setPosition", lua_GamepadButton_setPosition},
-        {"setSize", lua_GamepadButton_setSize},
-        {"setSkinColor", lua_GamepadButton_setSkinColor},
-        {"setSkinRegion", lua_GamepadButton_setSkinRegion},
-        {"setState", lua_GamepadButton_setState},
-        {"setStyle", lua_GamepadButton_setStyle},
-        {"setText", lua_GamepadButton_setText},
-        {"setTextAlignment", lua_GamepadButton_setTextAlignment},
-        {"setTextColor", lua_GamepadButton_setTextColor},
-        {"setTextRightToLeft", lua_GamepadButton_setTextRightToLeft},
-        {"setVisible", lua_GamepadButton_setVisible},
-        {"setWidth", lua_GamepadButton_setWidth},
-        {"setZIndex", lua_GamepadButton_setZIndex},
-        {NULL, NULL}
-    };
-    const luaL_Reg lua_statics[] = 
-    {
-        {"ANIMATE_OPACITY", lua_GamepadButton_static_ANIMATE_OPACITY},
-        {"ANIMATE_POSITION", lua_GamepadButton_static_ANIMATE_POSITION},
-        {"ANIMATE_POSITION_X", lua_GamepadButton_static_ANIMATE_POSITION_X},
-        {"ANIMATE_POSITION_Y", lua_GamepadButton_static_ANIMATE_POSITION_Y},
-        {"ANIMATE_SIZE", lua_GamepadButton_static_ANIMATE_SIZE},
-        {"ANIMATE_SIZE_HEIGHT", lua_GamepadButton_static_ANIMATE_SIZE_HEIGHT},
-        {"ANIMATE_SIZE_WIDTH", lua_GamepadButton_static_ANIMATE_SIZE_WIDTH},
-        {"create", lua_GamepadButton_static_create},
-        {NULL, NULL}
-    };
-    std::vector<std::string> scopePath;
-
-    ScriptUtil::registerClass("GamepadButton", lua_members, NULL, lua_GamepadButton__gc, lua_statics, scopePath);
-}
-
-static GamepadButton* getInstance(lua_State* state)
-{
-    void* userdata = luaL_checkudata(state, 1, "GamepadButton");
-    luaL_argcheck(state, userdata != NULL, 1, "'GamepadButton' expected.");
-    return (GamepadButton*)((ScriptUtil::LuaObject*)userdata)->instance;
-}
-
-int lua_GamepadButton__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, "GamepadButton");
-                luaL_argcheck(state, userdata != NULL, 1, "'GamepadButton' expected.");
-                ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
-                if (object->owns)
-                {
-                    GamepadButton* instance = (GamepadButton*)object->instance;
-                    SAFE_RELEASE(instance);
-                }
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton__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_GamepadButton_addListener(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_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 2 off the stack.
-                int param2 = (int)luaL_checkint(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->addListener(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_addListener - 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_GamepadButton_addRef(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                instance->addRef();
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_addRef - 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_GamepadButton_addScriptCallback(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_TSTRING || lua_type(state, 3) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
-
-                // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
-
-                GamepadButton* instance = getInstance(state);
-                instance->addScriptCallback(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_addScriptCallback - 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_GamepadButton_createAnimation(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:
-        {
-            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_TSTRING || lua_type(state, 3) == LUA_TNIL))
-                {
-                    // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                    // Get parameter 2 off the stack.
-                    ScriptUtil::LuaArray<const char> param2 = ScriptUtil::getString(3, false);
-
-                    GamepadButton* instance = getInstance(state);
-                    void* returnPtr = (void*)instance->createAnimation(param1, param2);
-                    if (returnPtr)
-                    {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                        object->instance = returnPtr;
-                        object->owns = false;
-                        luaL_getmetatable(state, "Animation");
-                        lua_setmetatable(state, -2);
-                    }
-                    else
-                    {
-                        lua_pushnil(state);
-                    }
-
-                    return 1;
-                }
-            } while (0);
-
-            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_TTABLE || lua_type(state, 3) == LUA_TNIL))
-                {
-                    // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                    // Get parameter 2 off the stack.
-                    bool param2Valid;
-                    ScriptUtil::LuaArray<Properties> param2 = ScriptUtil::getObjectPointer<Properties>(3, "Properties", false, &param2Valid);
-                    if (!param2Valid)
-                        break;
-
-                    GamepadButton* instance = getInstance(state);
-                    void* returnPtr = (void*)instance->createAnimation(param1, param2);
-                    if (returnPtr)
-                    {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                        object->instance = returnPtr;
-                        object->owns = false;
-                        luaL_getmetatable(state, "Animation");
-                        lua_setmetatable(state, -2);
-                    }
-                    else
-                    {
-                        lua_pushnil(state);
-                    }
-
-                    return 1;
-                }
-            } while (0);
-
-            lua_pushstring(state, "lua_GamepadButton_createAnimation - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 7:
-        {
-            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_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
-                    (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) &&
-                    (lua_type(state, 7) == LUA_TSTRING || lua_type(state, 7) == LUA_TNIL))
-                {
-                    // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                    // Get parameter 2 off the stack.
-                    int param2 = (int)luaL_checkint(state, 3);
-
-                    // Get parameter 3 off the stack.
-                    unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
-
-                    // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
-
-                    // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
-
-                    // Get parameter 6 off the stack.
-                    Curve::InterpolationType param6 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 7));
-
-                    GamepadButton* instance = getInstance(state);
-                    void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6);
-                    if (returnPtr)
-                    {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                        object->instance = returnPtr;
-                        object->owns = false;
-                        luaL_getmetatable(state, "Animation");
-                        lua_setmetatable(state, -2);
-                    }
-                    else
-                    {
-                        lua_pushnil(state);
-                    }
-
-                    return 1;
-                }
-            } while (0);
-
-            lua_pushstring(state, "lua_GamepadButton_createAnimation - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 9:
-        {
-            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_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) &&
-                    (lua_type(state, 8) == LUA_TTABLE || lua_type(state, 8) == LUA_TLIGHTUSERDATA) &&
-                    (lua_type(state, 9) == LUA_TSTRING || lua_type(state, 9) == LUA_TNIL))
-                {
-                    // Get parameter 1 off the stack.
-                    ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                    // Get parameter 2 off the stack.
-                    int param2 = (int)luaL_checkint(state, 3);
-
-                    // Get parameter 3 off the stack.
-                    unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
-
-                    // Get parameter 4 off the stack.
-                    ScriptUtil::LuaArray<unsigned int> param4 = ScriptUtil::getUnsignedIntPointer(5);
-
-                    // Get parameter 5 off the stack.
-                    ScriptUtil::LuaArray<float> param5 = ScriptUtil::getFloatPointer(6);
-
-                    // Get parameter 6 off the stack.
-                    ScriptUtil::LuaArray<float> param6 = ScriptUtil::getFloatPointer(7);
-
-                    // Get parameter 7 off the stack.
-                    ScriptUtil::LuaArray<float> param7 = ScriptUtil::getFloatPointer(8);
-
-                    // Get parameter 8 off the stack.
-                    Curve::InterpolationType param8 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 9));
-
-                    GamepadButton* instance = getInstance(state);
-                    void* returnPtr = (void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8);
-                    if (returnPtr)
-                    {
-                        ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                        object->instance = returnPtr;
-                        object->owns = false;
-                        luaL_getmetatable(state, "Animation");
-                        lua_setmetatable(state, -2);
-                    }
-                    else
-                    {
-                        lua_pushnil(state);
-                    }
-
-                    return 1;
-                }
-            } while (0);
-
-            lua_pushstring(state, "lua_GamepadButton_createAnimation - 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, 7 or 9).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_createAnimationFromBy(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_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER &&
-                (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_TSTRING || lua_type(state, 6) == LUA_TNIL) &&
-                lua_type(state, 7) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                int param2 = (int)luaL_checkint(state, 3);
-
-                // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
-
-                // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
-
-                // Get parameter 5 off the stack.
-                Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
-
-                // Get parameter 6 off the stack.
-                unsigned long param6 = (unsigned long)luaL_checkunsigned(state, 7);
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Animation");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_createAnimationFromBy - 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_GamepadButton_createAnimationFromTo(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_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER &&
-                (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_TSTRING || lua_type(state, 6) == LUA_TNIL) &&
-                lua_type(state, 7) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                int param2 = (int)luaL_checkint(state, 3);
-
-                // Get parameter 3 off the stack.
-                ScriptUtil::LuaArray<float> param3 = ScriptUtil::getFloatPointer(4);
-
-                // Get parameter 4 off the stack.
-                ScriptUtil::LuaArray<float> param4 = ScriptUtil::getFloatPointer(5);
-
-                // Get parameter 5 off the stack.
-                Curve::InterpolationType param5 = (Curve::InterpolationType)lua_enumFromString_CurveInterpolationType(luaL_checkstring(state, 6));
-
-                // Get parameter 6 off the stack.
-                unsigned long param6 = (unsigned long)luaL_checkunsigned(state, 7);
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Animation");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_createAnimationFromTo - 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_GamepadButton_destroyAnimation(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                instance->destroyAnimation();
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_destroyAnimation - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                GamepadButton* instance = getInstance(state);
-                instance->destroyAnimation(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_destroyAnimation - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_getAlignment(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                Control::Alignment result = instance->getAlignment();
-
-                // Push the return value onto the stack.
-                lua_pushstring(state, lua_stringFromEnum_ControlAlignment(result));
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getAlignment - 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_GamepadButton_getAnimation(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)instance->getAnimation();
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Animation");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getAnimation - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)instance->getAnimation(param1);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Animation");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getAnimation - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_getAnimationPropertyComponentCount(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.
-                int param1 = (int)luaL_checkint(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                unsigned int result = instance->getAnimationPropertyComponentCount(param1);
-
-                // Push the return value onto the stack.
-                lua_pushunsigned(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getAnimationPropertyComponentCount - 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_GamepadButton_getAnimationPropertyValue(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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                int param1 = (int)luaL_checkint(state, 2);
-
-                // Get parameter 2 off the stack.
-                bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
-                if (!param2Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->getAnimationPropertyValue(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getAnimationPropertyValue - 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_GamepadButton_getAutoHeight(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                bool result = instance->getAutoHeight();
-
-                // Push the return value onto the stack.
-                lua_pushboolean(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getAutoHeight - 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_GamepadButton_getAutoWidth(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                bool result = instance->getAutoWidth();
-
-                // Push the return value onto the stack.
-                lua_pushboolean(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getAutoWidth - 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_GamepadButton_getBorder(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getBorder());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "ThemeSideRegions");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getBorder - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getBorder(param1));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "ThemeSideRegions");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getBorder - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_getBounds(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getBounds());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(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_GamepadButton_getBounds - 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_GamepadButton_getClip(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getClip());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(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_GamepadButton_getClip - 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_GamepadButton_getClipBounds(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getClipBounds());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(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_GamepadButton_getClipBounds - 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_GamepadButton_getConsumeInputEvents(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                bool result = instance->getConsumeInputEvents();
-
-                // Push the return value onto the stack.
-                lua_pushboolean(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getConsumeInputEvents - 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_GamepadButton_getCursorColor(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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getCursorColor(param1));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Vector4");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getCursorColor - 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_GamepadButton_getCursorRegion(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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getCursorRegion(param1));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(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_GamepadButton_getCursorRegion - 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_GamepadButton_getCursorUVs(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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getCursorUVs(param1));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "ThemeUVs");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getCursorUVs - 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_GamepadButton_getFocusIndex(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                int result = instance->getFocusIndex();
-
-                // Push the return value onto the stack.
-                lua_pushinteger(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getFocusIndex - 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_GamepadButton_getFont(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)instance->getFont();
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Font");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getFont - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)instance->getFont(param1);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Font");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getFont - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_getFontSize(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                unsigned int result = instance->getFontSize();
-
-                // Push the return value onto the stack.
-                lua_pushunsigned(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getFontSize - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                unsigned int result = instance->getFontSize(param1);
-
-                // Push the return value onto the stack.
-                lua_pushunsigned(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getFontSize - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_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))
-            {
-                GamepadButton* instance = getInstance(state);
-                float result = instance->getHeight();
-
-                // Push the return value onto the stack.
-                lua_pushnumber(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_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_GamepadButton_getId(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                const char* result = instance->getId();
-
-                // Push the return value onto the stack.
-                lua_pushstring(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getId - 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_GamepadButton_getImageColor(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_TSTRING || lua_type(state, 3) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getImageColor(param1, param2));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Vector4");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getImageColor - 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_GamepadButton_getImageRegion(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_TSTRING || lua_type(state, 3) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getImageRegion(param1, param2));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(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_GamepadButton_getImageRegion - 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_GamepadButton_getImageUVs(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_TSTRING || lua_type(state, 3) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                Control::State param2 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 3));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getImageUVs(param1, param2));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "ThemeUVs");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getImageUVs - 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_GamepadButton_getMargin(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getMargin());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "ThemeSideRegions");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getMargin - 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_GamepadButton_getOpacity(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                float result = instance->getOpacity();
-
-                // Push the return value onto the stack.
-                lua_pushnumber(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getOpacity - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                float result = instance->getOpacity(param1);
-
-                // Push the return value onto the stack.
-                lua_pushnumber(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getOpacity - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_getPadding(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getPadding());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "ThemeSideRegions");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getPadding - 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_GamepadButton_getRefCount(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                unsigned int result = instance->getRefCount();
-
-                // Push the return value onto the stack.
-                lua_pushunsigned(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getRefCount - 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_GamepadButton_getSkinColor(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getSkinColor());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Vector4");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getSkinColor - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getSkinColor(param1));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Vector4");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getSkinColor - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_getSkinRegion(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getSkinRegion());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(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_GamepadButton_getSkinRegion - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getSkinRegion(param1));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(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_GamepadButton_getSkinRegion - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_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))
-            {
-                GamepadButton* instance = getInstance(state);
-                Control::State result = instance->getState();
-
-                // Push the return value onto the stack.
-                lua_pushstring(state, lua_stringFromEnum_ControlState(result));
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_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_GamepadButton_getStyle(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)instance->getStyle();
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "ThemeStyle");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getStyle - 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_GamepadButton_getText(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                const char* result = instance->getText();
-
-                // Push the return value onto the stack.
-                lua_pushstring(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getText - 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_GamepadButton_getTextAlignment(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                Font::Justify result = instance->getTextAlignment();
-
-                // Push the return value onto the stack.
-                lua_pushstring(state, lua_stringFromEnum_FontJustify(result));
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getTextAlignment - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                Font::Justify result = instance->getTextAlignment(param1);
-
-                // Push the return value onto the stack.
-                lua_pushstring(state, lua_stringFromEnum_FontJustify(result));
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getTextAlignment - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_getTextColor(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getTextColor());
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Vector4");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getTextColor - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                void* returnPtr = (void*)&(instance->getTextColor(param1));
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = false;
-                    luaL_getmetatable(state, "Vector4");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getTextColor - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_getTextRightToLeft(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                bool result = instance->getTextRightToLeft();
-
-                // Push the return value onto the stack.
-                lua_pushboolean(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getTextRightToLeft - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                bool result = instance->getTextRightToLeft(param1);
-
-                // Push the return value onto the stack.
-                lua_pushboolean(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getTextRightToLeft - 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 or 2).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_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))
-            {
-                GamepadButton* instance = getInstance(state);
-                float result = instance->getWidth();
-
-                // Push the return value onto the stack.
-                lua_pushnumber(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_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_GamepadButton_getX(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                float result = instance->getX();
-
-                // Push the return value onto the stack.
-                lua_pushnumber(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getX - 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_GamepadButton_getY(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                float result = instance->getY();
-
-                // Push the return value onto the stack.
-                lua_pushnumber(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getY - 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_GamepadButton_getZIndex(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                int result = instance->getZIndex();
-
-                // Push the return value onto the stack.
-                lua_pushinteger(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_getZIndex - 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_GamepadButton_isContainer(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                bool result = instance->isContainer();
-
-                // Push the return value onto the stack.
-                lua_pushboolean(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_isContainer - 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_GamepadButton_isEnabled(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                bool result = instance->isEnabled();
-
-                // Push the return value onto the stack.
-                lua_pushboolean(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_isEnabled - 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_GamepadButton_isVisible(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                bool result = instance->isVisible();
-
-                // Push the return value onto the stack.
-                lua_pushboolean(state, result);
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_isVisible - 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_GamepadButton_release(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))
-            {
-                GamepadButton* instance = getInstance(state);
-                instance->release();
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_release - 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_GamepadButton_removeListener(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_TTABLE || lua_type(state, 2) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Control::Listener> param1 = ScriptUtil::getObjectPointer<Control::Listener>(2, "ControlListener", false, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Control::Listener'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->removeListener(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_removeListener - 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_GamepadButton_removeScriptCallback(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_TSTRING || lua_type(state, 3) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                std::string param1 = ScriptUtil::getString(2, true);
-
-                // Get parameter 2 off the stack.
-                std::string param2 = ScriptUtil::getString(3, true);
-
-                GamepadButton* instance = getInstance(state);
-                instance->removeScriptCallback(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_removeScriptCallback - 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_GamepadButton_setAlignment(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.
-                Control::Alignment param1 = (Control::Alignment)lua_enumFromString_ControlAlignment(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                instance->setAlignment(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setAlignment - 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_GamepadButton_setAnimationPropertyValue(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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                int param1 = (int)luaL_checkint(state, 2);
-
-                // Get parameter 2 off the stack.
-                bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
-                if (!param2Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setAnimationPropertyValue(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setAnimationPropertyValue - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 4:
-        {
-            if ((lua_type(state, 1) == LUA_TUSERDATA) &&
-                lua_type(state, 2) == LUA_TNUMBER &&
-                (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
-                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.
-                bool param2Valid;
-                ScriptUtil::LuaArray<AnimationValue> param2 = ScriptUtil::getObjectPointer<AnimationValue>(3, "AnimationValue", false, &param2Valid);
-                if (!param2Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 3 off the stack.
-                float param3 = (float)luaL_checknumber(state, 4);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setAnimationPropertyValue(param1, param2, param3);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setAnimationPropertyValue - 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 or 4).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_setAutoHeight(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 = ScriptUtil::luaCheckBool(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setAutoHeight(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setAutoHeight - 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_GamepadButton_setAutoWidth(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 = ScriptUtil::luaCheckBool(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setAutoWidth(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setAutoWidth - 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_GamepadButton_setBorder(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_TNUMBER &&
-                lua_type(state, 3) == LUA_TNUMBER &&
-                lua_type(state, 4) == LUA_TNUMBER &&
-                lua_type(state, 5) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                float param1 = (float)luaL_checknumber(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);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setBorder(param1, param2, param3, param4);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setBorder - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 6:
-        {
-            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 &&
-                lua_type(state, 5) == LUA_TNUMBER &&
-                lua_type(state, 6) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                float param1 = (float)luaL_checknumber(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.
-                unsigned char param5 = (unsigned char)luaL_checkunsigned(state, 6);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setBorder(param1, param2, param3, param4, param5);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setBorder - 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 6).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_setBounds(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;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setBounds(*param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setBounds - 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_GamepadButton_setConsumeInputEvents(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 = ScriptUtil::luaCheckBool(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setConsumeInputEvents(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setConsumeInputEvents - 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_GamepadButton_setCursorColor(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_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setCursorColor(*param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setCursorColor - 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_GamepadButton_setCursorRegion(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_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setCursorRegion(*param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setCursorRegion - 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_GamepadButton_setEnabled(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 = ScriptUtil::luaCheckBool(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setEnabled(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setEnabled - 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_GamepadButton_setFocusIndex(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.
-                int param1 = (int)luaL_checkint(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setFocusIndex(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setFocusIndex - 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_GamepadButton_setFont(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_TTABLE || lua_type(state, 2) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setFont(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setFont - 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_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Font> param1 = ScriptUtil::getObjectPointer<Font>(2, "Font", false, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Font'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setFont(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setFont - 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_GamepadButton_setFontSize(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);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setFontSize(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setFontSize - 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_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setFontSize(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setFontSize - 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_GamepadButton_setHeight(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.
-                float param1 = (float)luaL_checknumber(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setHeight(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setHeight - 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_GamepadButton_setImageColor(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_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
-                if (!param2Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setImageColor(param1, *param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setImageColor - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 4:
-        {
-            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)
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                bool param2Valid;
-                ScriptUtil::LuaArray<Vector4> param2 = ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, &param2Valid);
-                if (!param2Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector4'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 3 off the stack.
-                unsigned char param3 = (unsigned char)luaL_checkunsigned(state, 4);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setImageColor(param1, *param2, param3);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setImageColor - 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 or 4).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_setImageRegion(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_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
-                if (!param2Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setImageRegion(param1, *param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setImageRegion - Failed to match the given parameters to a valid function signature.");
-            lua_error(state);
-            break;
-        }
-        case 4:
-        {
-            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)
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                // Get parameter 2 off the stack.
-                bool param2Valid;
-                ScriptUtil::LuaArray<Rectangle> param2 = ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, &param2Valid);
-                if (!param2Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 2 to type 'Rectangle'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 3 off the stack.
-                unsigned char param3 = (unsigned char)luaL_checkunsigned(state, 4);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setImageRegion(param1, *param2, param3);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setImageRegion - 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 or 4).");
-            lua_error(state);
-            break;
-        }
-    }
-    return 0;
-}
-
-int lua_GamepadButton_setMargin(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_TNUMBER &&
-                lua_type(state, 3) == LUA_TNUMBER &&
-                lua_type(state, 4) == LUA_TNUMBER &&
-                lua_type(state, 5) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                float param1 = (float)luaL_checknumber(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);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setMargin(param1, param2, param3, param4);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setMargin - 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_GamepadButton_setOpacity(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.
-                float param1 = (float)luaL_checknumber(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setOpacity(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setOpacity - 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_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                float param1 = (float)luaL_checknumber(state, 2);
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setOpacity(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setOpacity - 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_GamepadButton_setPadding(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_TNUMBER &&
-                lua_type(state, 3) == LUA_TNUMBER &&
-                lua_type(state, 4) == LUA_TNUMBER &&
-                lua_type(state, 5) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                float param1 = (float)luaL_checknumber(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);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setPadding(param1, param2, param3, param4);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setPadding - 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_GamepadButton_setPosition(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.
-                float param1 = (float)luaL_checknumber(state, 2);
-
-                // Get parameter 2 off the stack.
-                float param2 = (float)luaL_checknumber(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setPosition(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setPosition - 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_GamepadButton_setSize(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.
-                float param1 = (float)luaL_checknumber(state, 2);
-
-                // Get parameter 2 off the stack.
-                float param2 = (float)luaL_checknumber(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setSize(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setSize - 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_GamepadButton_setSkinColor(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;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setSkinColor(*param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setSkinColor - 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_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setSkinColor(*param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setSkinColor - 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_GamepadButton_setSkinRegion(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;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setSkinRegion(*param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setSkinRegion - 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_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Rectangle> param1 = ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setSkinRegion(*param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setSkinRegion - 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_GamepadButton_setState(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.
-                Control::State param1 = (Control::State)lua_enumFromString_ControlState(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                instance->setState(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setState - 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_GamepadButton_setStyle(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_TTABLE || lua_type(state, 2) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Theme::Style> param1 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Theme::Style'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setStyle(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setStyle - 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_GamepadButton_setText(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.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(2, false);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setText(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setText - 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_GamepadButton_setTextAlignment(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.
-                Font::Justify param1 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 2));
-
-                GamepadButton* instance = getInstance(state);
-                instance->setTextAlignment(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setTextAlignment - 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_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                Font::Justify param1 = (Font::Justify)lua_enumFromString_FontJustify(luaL_checkstring(state, 2));
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setTextAlignment(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setTextAlignment - 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_GamepadButton_setTextColor(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;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
-                    lua_error(state);
-                }
-
-                GamepadButton* instance = getInstance(state);
-                instance->setTextColor(*param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setTextColor - 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_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                bool param1Valid;
-                ScriptUtil::LuaArray<Vector4> param1 = ScriptUtil::getObjectPointer<Vector4>(2, "Vector4", true, &param1Valid);
-                if (!param1Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector4'.");
-                    lua_error(state);
-                }
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setTextColor(*param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setTextColor - 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_GamepadButton_setTextRightToLeft(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 = ScriptUtil::luaCheckBool(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setTextRightToLeft(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setTextRightToLeft - 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_TBOOLEAN &&
-                lua_type(state, 3) == LUA_TNUMBER)
-            {
-                // Get parameter 1 off the stack.
-                bool param1 = ScriptUtil::luaCheckBool(state, 2);
-
-                // Get parameter 2 off the stack.
-                unsigned char param2 = (unsigned char)luaL_checkunsigned(state, 3);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setTextRightToLeft(param1, param2);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setTextRightToLeft - 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_GamepadButton_setVisible(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 = ScriptUtil::luaCheckBool(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setVisible(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setVisible - 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_GamepadButton_setWidth(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.
-                float param1 = (float)luaL_checknumber(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setWidth(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setWidth - 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_GamepadButton_setZIndex(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.
-                int param1 = (int)luaL_checkint(state, 2);
-
-                GamepadButton* instance = getInstance(state);
-                instance->setZIndex(param1);
-                
-                return 0;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_setZIndex - 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_GamepadButton_static_ANIMATE_OPACITY(lua_State* state)
-{
-    // Validate the number of parameters.
-    if (lua_gettop(state) > 0)
-    {
-        lua_pushstring(state, "Invalid number of parameters (expected 0).");
-        lua_error(state);
-    }
-
-    int result = GamepadButton::ANIMATE_OPACITY;
-
-    // Push the return value onto the stack.
-    lua_pushinteger(state, result);
-
-    return 1;
-}
-
-int lua_GamepadButton_static_ANIMATE_POSITION(lua_State* state)
-{
-    // Validate the number of parameters.
-    if (lua_gettop(state) > 0)
-    {
-        lua_pushstring(state, "Invalid number of parameters (expected 0).");
-        lua_error(state);
-    }
-
-    int result = GamepadButton::ANIMATE_POSITION;
-
-    // Push the return value onto the stack.
-    lua_pushinteger(state, result);
-
-    return 1;
-}
-
-int lua_GamepadButton_static_ANIMATE_POSITION_X(lua_State* state)
-{
-    // Validate the number of parameters.
-    if (lua_gettop(state) > 0)
-    {
-        lua_pushstring(state, "Invalid number of parameters (expected 0).");
-        lua_error(state);
-    }
-
-    int result = GamepadButton::ANIMATE_POSITION_X;
-
-    // Push the return value onto the stack.
-    lua_pushinteger(state, result);
-
-    return 1;
-}
-
-int lua_GamepadButton_static_ANIMATE_POSITION_Y(lua_State* state)
-{
-    // Validate the number of parameters.
-    if (lua_gettop(state) > 0)
-    {
-        lua_pushstring(state, "Invalid number of parameters (expected 0).");
-        lua_error(state);
-    }
-
-    int result = GamepadButton::ANIMATE_POSITION_Y;
-
-    // Push the return value onto the stack.
-    lua_pushinteger(state, result);
-
-    return 1;
-}
-
-int lua_GamepadButton_static_ANIMATE_SIZE(lua_State* state)
-{
-    // Validate the number of parameters.
-    if (lua_gettop(state) > 0)
-    {
-        lua_pushstring(state, "Invalid number of parameters (expected 0).");
-        lua_error(state);
-    }
-
-    int result = GamepadButton::ANIMATE_SIZE;
-
-    // Push the return value onto the stack.
-    lua_pushinteger(state, result);
-
-    return 1;
-}
-
-int lua_GamepadButton_static_ANIMATE_SIZE_HEIGHT(lua_State* state)
-{
-    // Validate the number of parameters.
-    if (lua_gettop(state) > 0)
-    {
-        lua_pushstring(state, "Invalid number of parameters (expected 0).");
-        lua_error(state);
-    }
-
-    int result = GamepadButton::ANIMATE_SIZE_HEIGHT;
-
-    // Push the return value onto the stack.
-    lua_pushinteger(state, result);
-
-    return 1;
-}
-
-int lua_GamepadButton_static_ANIMATE_SIZE_WIDTH(lua_State* state)
-{
-    // Validate the number of parameters.
-    if (lua_gettop(state) > 0)
-    {
-        lua_pushstring(state, "Invalid number of parameters (expected 0).");
-        lua_error(state);
-    }
-
-    int result = GamepadButton::ANIMATE_SIZE_WIDTH;
-
-    // Push the return value onto the stack.
-    lua_pushinteger(state, result);
-
-    return 1;
-}
-
-int lua_GamepadButton_static_create(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_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
-                (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
-            {
-                // Get parameter 1 off the stack.
-                ScriptUtil::LuaArray<const char> param1 = ScriptUtil::getString(1, false);
-
-                // Get parameter 2 off the stack.
-                bool param2Valid;
-                ScriptUtil::LuaArray<Theme::Style> param2 = ScriptUtil::getObjectPointer<Theme::Style>(2, "ThemeStyle", false, &param2Valid);
-                if (!param2Valid)
-                {
-                    lua_pushstring(state, "Failed to convert parameter 2 to type 'Theme::Style'.");
-                    lua_error(state);
-                }
-
-                void* returnPtr = (void*)GamepadButton::create(param1, param2);
-                if (returnPtr)
-                {
-                    ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
-                    object->instance = returnPtr;
-                    object->owns = true;
-                    luaL_getmetatable(state, "GamepadButton");
-                    lua_setmetatable(state, -2);
-                }
-                else
-                {
-                    lua_pushnil(state);
-                }
-
-                return 1;
-            }
-
-            lua_pushstring(state, "lua_GamepadButton_static_create - 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;
-}
-
-}

+ 0 - 105
gameplay/src/lua/lua_GamepadButton.h

@@ -1,105 +0,0 @@
-#ifndef LUA_GAMEPADBUTTON_H_
-#define LUA_GAMEPADBUTTON_H_
-
-namespace gameplay
-{
-
-// Lua bindings for GamepadButton.
-int lua_GamepadButton__gc(lua_State* state);
-int lua_GamepadButton_addListener(lua_State* state);
-int lua_GamepadButton_addRef(lua_State* state);
-int lua_GamepadButton_addScriptCallback(lua_State* state);
-int lua_GamepadButton_createAnimation(lua_State* state);
-int lua_GamepadButton_createAnimationFromBy(lua_State* state);
-int lua_GamepadButton_createAnimationFromTo(lua_State* state);
-int lua_GamepadButton_destroyAnimation(lua_State* state);
-int lua_GamepadButton_getAlignment(lua_State* state);
-int lua_GamepadButton_getAnimation(lua_State* state);
-int lua_GamepadButton_getAnimationPropertyComponentCount(lua_State* state);
-int lua_GamepadButton_getAnimationPropertyValue(lua_State* state);
-int lua_GamepadButton_getAutoHeight(lua_State* state);
-int lua_GamepadButton_getAutoWidth(lua_State* state);
-int lua_GamepadButton_getBorder(lua_State* state);
-int lua_GamepadButton_getBounds(lua_State* state);
-int lua_GamepadButton_getClip(lua_State* state);
-int lua_GamepadButton_getClipBounds(lua_State* state);
-int lua_GamepadButton_getConsumeInputEvents(lua_State* state);
-int lua_GamepadButton_getCursorColor(lua_State* state);
-int lua_GamepadButton_getCursorRegion(lua_State* state);
-int lua_GamepadButton_getCursorUVs(lua_State* state);
-int lua_GamepadButton_getFocusIndex(lua_State* state);
-int lua_GamepadButton_getFont(lua_State* state);
-int lua_GamepadButton_getFontSize(lua_State* state);
-int lua_GamepadButton_getHeight(lua_State* state);
-int lua_GamepadButton_getId(lua_State* state);
-int lua_GamepadButton_getImageColor(lua_State* state);
-int lua_GamepadButton_getImageRegion(lua_State* state);
-int lua_GamepadButton_getImageUVs(lua_State* state);
-int lua_GamepadButton_getMargin(lua_State* state);
-int lua_GamepadButton_getOpacity(lua_State* state);
-int lua_GamepadButton_getPadding(lua_State* state);
-int lua_GamepadButton_getRefCount(lua_State* state);
-int lua_GamepadButton_getSkinColor(lua_State* state);
-int lua_GamepadButton_getSkinRegion(lua_State* state);
-int lua_GamepadButton_getState(lua_State* state);
-int lua_GamepadButton_getStyle(lua_State* state);
-int lua_GamepadButton_getText(lua_State* state);
-int lua_GamepadButton_getTextAlignment(lua_State* state);
-int lua_GamepadButton_getTextColor(lua_State* state);
-int lua_GamepadButton_getTextRightToLeft(lua_State* state);
-int lua_GamepadButton_getWidth(lua_State* state);
-int lua_GamepadButton_getX(lua_State* state);
-int lua_GamepadButton_getY(lua_State* state);
-int lua_GamepadButton_getZIndex(lua_State* state);
-int lua_GamepadButton_isContainer(lua_State* state);
-int lua_GamepadButton_isEnabled(lua_State* state);
-int lua_GamepadButton_isVisible(lua_State* state);
-int lua_GamepadButton_release(lua_State* state);
-int lua_GamepadButton_removeListener(lua_State* state);
-int lua_GamepadButton_removeScriptCallback(lua_State* state);
-int lua_GamepadButton_setAlignment(lua_State* state);
-int lua_GamepadButton_setAnimationPropertyValue(lua_State* state);
-int lua_GamepadButton_setAutoHeight(lua_State* state);
-int lua_GamepadButton_setAutoWidth(lua_State* state);
-int lua_GamepadButton_setBorder(lua_State* state);
-int lua_GamepadButton_setBounds(lua_State* state);
-int lua_GamepadButton_setConsumeInputEvents(lua_State* state);
-int lua_GamepadButton_setCursorColor(lua_State* state);
-int lua_GamepadButton_setCursorRegion(lua_State* state);
-int lua_GamepadButton_setEnabled(lua_State* state);
-int lua_GamepadButton_setFocusIndex(lua_State* state);
-int lua_GamepadButton_setFont(lua_State* state);
-int lua_GamepadButton_setFontSize(lua_State* state);
-int lua_GamepadButton_setHeight(lua_State* state);
-int lua_GamepadButton_setImageColor(lua_State* state);
-int lua_GamepadButton_setImageRegion(lua_State* state);
-int lua_GamepadButton_setMargin(lua_State* state);
-int lua_GamepadButton_setOpacity(lua_State* state);
-int lua_GamepadButton_setPadding(lua_State* state);
-int lua_GamepadButton_setPosition(lua_State* state);
-int lua_GamepadButton_setSize(lua_State* state);
-int lua_GamepadButton_setSkinColor(lua_State* state);
-int lua_GamepadButton_setSkinRegion(lua_State* state);
-int lua_GamepadButton_setState(lua_State* state);
-int lua_GamepadButton_setStyle(lua_State* state);
-int lua_GamepadButton_setText(lua_State* state);
-int lua_GamepadButton_setTextAlignment(lua_State* state);
-int lua_GamepadButton_setTextColor(lua_State* state);
-int lua_GamepadButton_setTextRightToLeft(lua_State* state);
-int lua_GamepadButton_setVisible(lua_State* state);
-int lua_GamepadButton_setWidth(lua_State* state);
-int lua_GamepadButton_setZIndex(lua_State* state);
-int lua_GamepadButton_static_ANIMATE_OPACITY(lua_State* state);
-int lua_GamepadButton_static_ANIMATE_POSITION(lua_State* state);
-int lua_GamepadButton_static_ANIMATE_POSITION_X(lua_State* state);
-int lua_GamepadButton_static_ANIMATE_POSITION_Y(lua_State* state);
-int lua_GamepadButton_static_ANIMATE_SIZE(lua_State* state);
-int lua_GamepadButton_static_ANIMATE_SIZE_HEIGHT(lua_State* state);
-int lua_GamepadButton_static_ANIMATE_SIZE_WIDTH(lua_State* state);
-int lua_GamepadButton_static_create(lua_State* state);
-
-void luaRegister_GamepadButton();
-
-}
-
-#endif

+ 1 - 7
gameplay/src/lua/lua_Global.cpp

@@ -11,7 +11,6 @@ void luaRegister_lua_Global()
     ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Container");
     ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Control");
     ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Form");
-    ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "GamepadButton");
     ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Joint");
     ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Joystick");
     ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Label");
@@ -22,14 +21,12 @@ void luaRegister_lua_Global()
     ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "TextBox");
     ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Transform");
     ScriptUtil::setGlobalHierarchyPair("Button", "CheckBox");
-    ScriptUtil::setGlobalHierarchyPair("Button", "GamepadButton");
     ScriptUtil::setGlobalHierarchyPair("Button", "RadioButton");
     ScriptUtil::setGlobalHierarchyPair("Container", "Form");
     ScriptUtil::setGlobalHierarchyPair("Control", "Button");
     ScriptUtil::setGlobalHierarchyPair("Control", "CheckBox");
     ScriptUtil::setGlobalHierarchyPair("Control", "Container");
     ScriptUtil::setGlobalHierarchyPair("Control", "Form");
-    ScriptUtil::setGlobalHierarchyPair("Control", "GamepadButton");
     ScriptUtil::setGlobalHierarchyPair("Control", "Joystick");
     ScriptUtil::setGlobalHierarchyPair("Control", "Label");
     ScriptUtil::setGlobalHierarchyPair("Control", "RadioButton");
@@ -37,7 +34,6 @@ void luaRegister_lua_Global()
     ScriptUtil::setGlobalHierarchyPair("Control", "TextBox");
     ScriptUtil::setGlobalHierarchyPair("Label", "Button");
     ScriptUtil::setGlobalHierarchyPair("Label", "CheckBox");
-    ScriptUtil::setGlobalHierarchyPair("Label", "GamepadButton");
     ScriptUtil::setGlobalHierarchyPair("Label", "RadioButton");
     ScriptUtil::setGlobalHierarchyPair("Label", "Slider");
     ScriptUtil::setGlobalHierarchyPair("Label", "TextBox");
@@ -78,8 +74,7 @@ void luaRegister_lua_Global()
     ScriptUtil::setGlobalHierarchyPair("Ref", "Font");
     ScriptUtil::setGlobalHierarchyPair("Ref", "Form");
     ScriptUtil::setGlobalHierarchyPair("Ref", "FrameBuffer");
-    ScriptUtil::setGlobalHierarchyPair("Ref", "GamepadButton");
-    ScriptUtil::setGlobalHierarchyPair("Ref", "HeightField");
+    ScriptUtil::setGlobalHierarchyPair("Ref", "HeightField");
     ScriptUtil::setGlobalHierarchyPair("Ref", "Image");
     ScriptUtil::setGlobalHierarchyPair("Ref", "Joint");
     ScriptUtil::setGlobalHierarchyPair("Ref", "Joystick");
@@ -119,7 +114,6 @@ void luaRegister_lua_Global()
     ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Container");
     ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Control");
     ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Form");
-    ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "GamepadButton");
     ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joint");
     ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joystick");
     ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Label");

+ 1 - 0
gameplay/src/lua/lua_RadioButton.cpp

@@ -7,6 +7,7 @@
 #include "Button.h"
 #include "Control.h"
 #include "Game.h"
+#include "Gamepad.h"
 #include "Label.h"
 #include "Node.h"
 #include "RadioButton.h"

+ 0 - 1
gameplay/src/lua/lua_all_bindings.cpp

@@ -45,7 +45,6 @@ void lua_RegisterAllBindings()
     luaRegister_Frustum();
     luaRegister_Game();
     luaRegister_Gamepad();
-    luaRegister_GamepadButton();
     luaRegister_Gesture();
     luaRegister_HeightField();
     luaRegister_Image();

+ 0 - 1
gameplay/src/lua/lua_all_bindings.h

@@ -40,7 +40,6 @@
 #include "lua_Frustum.h"
 #include "lua_Game.h"
 #include "lua_Gamepad.h"
-#include "lua_GamepadButton.h"
 #include "lua_Gesture.h"
 #include "lua_HeightField.h"
 #include "lua_Image.h"