#include "Base.h" #include "ScriptController.h" #include "lua_VisibleSetDefault.h" #include "Base.h" #include "VisibleSetDefault.h" namespace gameplay { void luaRegister_VisibleSetDefault() { const luaL_Reg lua_members[] = { {"getNext", lua_VisibleSetDefault_getNext}, {"getScene", lua_VisibleSetDefault_getScene}, {"reset", lua_VisibleSetDefault_reset}, {"setScene", lua_VisibleSetDefault_setScene}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"create", lua_VisibleSetDefault_static_create}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("VisibleSetDefault", lua_members, NULL, NULL, lua_statics, scopePath); } static VisibleSetDefault* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "VisibleSetDefault"); luaL_argcheck(state, userdata != NULL, 1, "'VisibleSetDefault' expected."); return (VisibleSetDefault*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_VisibleSetDefault_getNext(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)) { VisibleSetDefault* instance = getInstance(state); void* returnPtr = (void*)instance->getNext(); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Node"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_VisibleSetDefault_getNext - 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_VisibleSetDefault_getScene(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)) { VisibleSetDefault* instance = getInstance(state); void* returnPtr = (void*)instance->getScene(); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Scene"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_VisibleSetDefault_getScene - 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_VisibleSetDefault_reset(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)) { VisibleSetDefault* instance = getInstance(state); instance->reset(); return 0; } lua_pushstring(state, "lua_VisibleSetDefault_reset - 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_VisibleSetDefault_setScene(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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Scene", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Scene'."); lua_error(state); } VisibleSetDefault* instance = getInstance(state); instance->setScene(param1); return 0; } lua_pushstring(state, "lua_VisibleSetDefault_setScene - 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_VisibleSetDefault_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 1: { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Scene", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Scene'."); lua_error(state); } void* returnPtr = (void*)VisibleSetDefault::create(param1); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "VisibleSetDefault"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_VisibleSetDefault_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 1)."); lua_error(state); break; } } return 0; } }