// Autogenerated by gameplay-luagen #include "ScriptController.h" #include "lua_Global.h" #include "AIMessage.h" #include "AnimationClip.h" #include "AudioSource.h" #include "Camera.h" #include "Container.h" #include "Control.h" #include "Curve.h" #include "DepthStencilTarget.h" #include "Font.h" #include "Game.h" #include "Gamepad.h" #include "Gesture.h" #include "Image.h" #include "Keyboard.h" #include "Layout.h" #include "Light.h" #include "Logger.h" #include "Mesh.h" #include "Mouse.h" #include "Node.h" #include "ParticleEmitter.h" #include "PhysicsCollisionObject.h" #include "PhysicsCollisionShape.h" #include "PhysicsController.h" #include "Properties.h" #include "RenderState.h" #include "Script.h" #include "Terrain.h" #include "TextBox.h" #include "Texture.h" #include "Touch.h" #include "VertexFormat.h" namespace gameplay { void luaRegister_lua_Global() { gameplay::ScriptUtil::registerFunction("strcmpnocase", lua__strcmpnocase); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Button"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "CheckBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Container"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Control"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Form"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "ImageControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Joint"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "JoystickControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Label"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "MaterialParameter"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Node"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "RadioButton"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Slider"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "TextBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Transform"); gameplay::ScriptUtil::setGlobalHierarchyPair("Button", "CheckBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("Button", "RadioButton"); gameplay::ScriptUtil::setGlobalHierarchyPair("Camera::Listener", "AudioListener"); gameplay::ScriptUtil::setGlobalHierarchyPair("Camera::Listener", "TerrainPatch"); gameplay::ScriptUtil::setGlobalHierarchyPair("Container", "Form"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Button"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "CheckBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Container"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Form"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "ImageControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "JoystickControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Label"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "RadioButton"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Slider"); gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "TextBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "Button"); gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "CheckBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "RadioButton"); gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "Slider"); gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "TextBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "AbsoluteLayout"); gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "FlowLayout"); gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "VerticalLayout"); gameplay::ScriptUtil::setGlobalHierarchyPair("Node", "Joint"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsCharacter"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsGhostObject"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsRigidBody"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsVehicle"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsVehicleWheel"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsFixedConstraint"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsGenericConstraint"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsHingeConstraint"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsSocketConstraint"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsSpringConstraint"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGenericConstraint", "PhysicsFixedConstraint"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGenericConstraint", "PhysicsSpringConstraint"); gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGhostObject", "PhysicsCharacter"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AIAgent"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AIState"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AbsoluteLayout"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Animation"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AnimationClip"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AudioBuffer"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AudioSource"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Bundle"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Button"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Camera"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "CheckBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Container"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Control"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Curve"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "DepthStencilTarget"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Effect"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "FlowLayout"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Font"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Form"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "FrameBuffer"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "HeightField"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Image"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "ImageControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Joint"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "JoystickControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Label"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Layout"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Light"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Material"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "MaterialParameter"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Mesh"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Model"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Node"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "ParticleEmitter"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Pass"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "PhysicsCollisionShape"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RadioButton"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderState"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderState::StateBlock"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderTarget"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Scene"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Script"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Slider"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Technique"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Terrain"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "TextBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Texture"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Texture::Sampler"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Theme"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Theme::ThemeImage"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "VertexAttributeBinding"); gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "VerticalLayout"); gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Material"); gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Pass"); gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Technique"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "AnimationClip"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Button"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "CheckBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Container"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Control"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Form"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "GameScriptTarget"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "ImageControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joint"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "JoystickControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Label"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Node"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "PhysicsController"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "RadioButton"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Slider"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "TextBox"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Transform"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform", "Joint"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform", "Node"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "AudioSource"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "Camera"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "MeshSkin"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsCharacter"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsGhostObject"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsRigidBody"); gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "Terrain"); // Register enumeration AIMessage::ParameterType. { std::vector scopePath; scopePath.push_back("AIMessage"); gameplay::ScriptUtil::registerEnumValue(AIMessage::UNDEFINED, "UNDEFINED", scopePath); gameplay::ScriptUtil::registerEnumValue(AIMessage::INTEGER, "INTEGER", scopePath); gameplay::ScriptUtil::registerEnumValue(AIMessage::LONG, "LONG", scopePath); gameplay::ScriptUtil::registerEnumValue(AIMessage::FLOAT, "FLOAT", scopePath); gameplay::ScriptUtil::registerEnumValue(AIMessage::DOUBLE, "DOUBLE", scopePath); gameplay::ScriptUtil::registerEnumValue(AIMessage::BOOLEAN, "BOOLEAN", scopePath); gameplay::ScriptUtil::registerEnumValue(AIMessage::STRING, "STRING", scopePath); } // Register enumeration AnimationClip::Listener::EventType. { std::vector scopePath; scopePath.push_back("AnimationClip"); scopePath.push_back("Listener"); gameplay::ScriptUtil::registerEnumValue(AnimationClip::Listener::BEGIN, "BEGIN", scopePath); gameplay::ScriptUtil::registerEnumValue(AnimationClip::Listener::END, "END", scopePath); gameplay::ScriptUtil::registerEnumValue(AnimationClip::Listener::TIME, "TIME", scopePath); } // Register enumeration AudioSource::State. { std::vector scopePath; scopePath.push_back("AudioSource"); gameplay::ScriptUtil::registerEnumValue(AudioSource::INITIAL, "INITIAL", scopePath); gameplay::ScriptUtil::registerEnumValue(AudioSource::PLAYING, "PLAYING", scopePath); gameplay::ScriptUtil::registerEnumValue(AudioSource::PAUSED, "PAUSED", scopePath); gameplay::ScriptUtil::registerEnumValue(AudioSource::STOPPED, "STOPPED", scopePath); } // Register enumeration Camera::Type. { std::vector scopePath; scopePath.push_back("Camera"); gameplay::ScriptUtil::registerEnumValue(Camera::PERSPECTIVE, "PERSPECTIVE", scopePath); gameplay::ScriptUtil::registerEnumValue(Camera::ORTHOGRAPHIC, "ORTHOGRAPHIC", scopePath); } // Register enumeration Container::Direction. { std::vector scopePath; scopePath.push_back("Container"); gameplay::ScriptUtil::registerEnumValue(Container::UP, "UP", scopePath); gameplay::ScriptUtil::registerEnumValue(Container::DOWN, "DOWN", scopePath); gameplay::ScriptUtil::registerEnumValue(Container::LEFT, "LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Container::RIGHT, "RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Container::NEXT, "NEXT", scopePath); gameplay::ScriptUtil::registerEnumValue(Container::PREVIOUS, "PREVIOUS", scopePath); } // Register enumeration Container::Scroll. { std::vector scopePath; scopePath.push_back("Container"); gameplay::ScriptUtil::registerEnumValue(Container::SCROLL_NONE, "SCROLL_NONE", scopePath); gameplay::ScriptUtil::registerEnumValue(Container::SCROLL_HORIZONTAL, "SCROLL_HORIZONTAL", scopePath); gameplay::ScriptUtil::registerEnumValue(Container::SCROLL_VERTICAL, "SCROLL_VERTICAL", scopePath); gameplay::ScriptUtil::registerEnumValue(Container::SCROLL_BOTH, "SCROLL_BOTH", scopePath); } // Register enumeration Control::Alignment. { std::vector scopePath; scopePath.push_back("Control"); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_LEFT, "ALIGN_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_HCENTER, "ALIGN_HCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_RIGHT, "ALIGN_RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_TOP, "ALIGN_TOP", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_VCENTER, "ALIGN_VCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_BOTTOM, "ALIGN_BOTTOM", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_TOP_LEFT, "ALIGN_TOP_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_VCENTER_LEFT, "ALIGN_VCENTER_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_BOTTOM_LEFT, "ALIGN_BOTTOM_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_TOP_HCENTER, "ALIGN_TOP_HCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_VCENTER_HCENTER, "ALIGN_VCENTER_HCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_BOTTOM_HCENTER, "ALIGN_BOTTOM_HCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_TOP_RIGHT, "ALIGN_TOP_RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_VCENTER_RIGHT, "ALIGN_VCENTER_RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_BOTTOM_RIGHT, "ALIGN_BOTTOM_RIGHT", scopePath); } // Register enumeration Control::AutoSize. { std::vector scopePath; scopePath.push_back("Control"); gameplay::ScriptUtil::registerEnumValue(Control::AUTO_SIZE_NONE, "AUTO_SIZE_NONE", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::AUTO_SIZE_WIDTH, "AUTO_SIZE_WIDTH", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::AUTO_SIZE_HEIGHT, "AUTO_SIZE_HEIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::AUTO_SIZE_BOTH, "AUTO_SIZE_BOTH", scopePath); } // Register enumeration Control::Listener::EventType. { std::vector scopePath; scopePath.push_back("Control"); scopePath.push_back("Listener"); gameplay::ScriptUtil::registerEnumValue(Control::Listener::PRESS, "PRESS", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::Listener::RELEASE, "RELEASE", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::Listener::CLICK, "CLICK", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::Listener::VALUE_CHANGED, "VALUE_CHANGED", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::Listener::TEXT_CHANGED, "TEXT_CHANGED", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::Listener::MIDDLE_CLICK, "MIDDLE_CLICK", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::Listener::RIGHT_CLICK, "RIGHT_CLICK", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::Listener::FOCUS_GAINED, "FOCUS_GAINED", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::Listener::FOCUS_LOST, "FOCUS_LOST", scopePath); } // Register enumeration Control::State. { std::vector scopePath; scopePath.push_back("Control"); gameplay::ScriptUtil::registerEnumValue(Control::NORMAL, "NORMAL", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::FOCUS, "FOCUS", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::ACTIVE, "ACTIVE", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::DISABLED, "DISABLED", scopePath); gameplay::ScriptUtil::registerEnumValue(Control::HOVER, "HOVER", scopePath); } // Register enumeration Curve::InterpolationType. { std::vector scopePath; scopePath.push_back("Curve"); gameplay::ScriptUtil::registerEnumValue(Curve::BEZIER, "BEZIER", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::BSPLINE, "BSPLINE", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::FLAT, "FLAT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::HERMITE, "HERMITE", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::LINEAR, "LINEAR", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::SMOOTH, "SMOOTH", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::STEP, "STEP", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUADRATIC_IN, "QUADRATIC_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUADRATIC_OUT, "QUADRATIC_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUADRATIC_IN_OUT, "QUADRATIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUADRATIC_OUT_IN, "QUADRATIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::CUBIC_IN, "CUBIC_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::CUBIC_OUT, "CUBIC_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::CUBIC_IN_OUT, "CUBIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::CUBIC_OUT_IN, "CUBIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUARTIC_IN, "QUARTIC_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUARTIC_OUT, "QUARTIC_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUARTIC_IN_OUT, "QUARTIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUARTIC_OUT_IN, "QUARTIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUINTIC_IN, "QUINTIC_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUINTIC_OUT, "QUINTIC_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUINTIC_IN_OUT, "QUINTIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::QUINTIC_OUT_IN, "QUINTIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::SINE_IN, "SINE_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::SINE_OUT, "SINE_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::SINE_IN_OUT, "SINE_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::SINE_OUT_IN, "SINE_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::EXPONENTIAL_IN, "EXPONENTIAL_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::EXPONENTIAL_OUT, "EXPONENTIAL_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::EXPONENTIAL_IN_OUT, "EXPONENTIAL_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::EXPONENTIAL_OUT_IN, "EXPONENTIAL_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::CIRCULAR_IN, "CIRCULAR_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::CIRCULAR_OUT, "CIRCULAR_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::CIRCULAR_IN_OUT, "CIRCULAR_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::CIRCULAR_OUT_IN, "CIRCULAR_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::ELASTIC_IN, "ELASTIC_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::ELASTIC_OUT, "ELASTIC_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::ELASTIC_IN_OUT, "ELASTIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::ELASTIC_OUT_IN, "ELASTIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::OVERSHOOT_IN, "OVERSHOOT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::OVERSHOOT_OUT, "OVERSHOOT_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::OVERSHOOT_IN_OUT, "OVERSHOOT_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::OVERSHOOT_OUT_IN, "OVERSHOOT_OUT_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::BOUNCE_IN, "BOUNCE_IN", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::BOUNCE_OUT, "BOUNCE_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::BOUNCE_IN_OUT, "BOUNCE_IN_OUT", scopePath); gameplay::ScriptUtil::registerEnumValue(Curve::BOUNCE_OUT_IN, "BOUNCE_OUT_IN", scopePath); } // Register enumeration DepthStencilTarget::Format. { std::vector scopePath; scopePath.push_back("DepthStencilTarget"); gameplay::ScriptUtil::registerEnumValue(DepthStencilTarget::DEPTH, "DEPTH", scopePath); gameplay::ScriptUtil::registerEnumValue(DepthStencilTarget::DEPTH_STENCIL, "DEPTH_STENCIL", scopePath); } // Register enumeration Font::Format. { std::vector scopePath; scopePath.push_back("Font"); gameplay::ScriptUtil::registerEnumValue(Font::BITMAP, "BITMAP", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::DISTANCE_FIELD, "DISTANCE_FIELD", scopePath); } // Register enumeration Font::Justify. { std::vector scopePath; scopePath.push_back("Font"); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_LEFT, "ALIGN_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_HCENTER, "ALIGN_HCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_RIGHT, "ALIGN_RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_TOP, "ALIGN_TOP", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_VCENTER, "ALIGN_VCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_BOTTOM, "ALIGN_BOTTOM", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_TOP_LEFT, "ALIGN_TOP_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_VCENTER_LEFT, "ALIGN_VCENTER_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_BOTTOM_LEFT, "ALIGN_BOTTOM_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_TOP_HCENTER, "ALIGN_TOP_HCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_VCENTER_HCENTER, "ALIGN_VCENTER_HCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_BOTTOM_HCENTER, "ALIGN_BOTTOM_HCENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_TOP_RIGHT, "ALIGN_TOP_RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_VCENTER_RIGHT, "ALIGN_VCENTER_RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_BOTTOM_RIGHT, "ALIGN_BOTTOM_RIGHT", scopePath); } // Register enumeration Font::Style. { std::vector scopePath; scopePath.push_back("Font"); gameplay::ScriptUtil::registerEnumValue(Font::PLAIN, "PLAIN", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::BOLD, "BOLD", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::ITALIC, "ITALIC", scopePath); gameplay::ScriptUtil::registerEnumValue(Font::BOLD_ITALIC, "BOLD_ITALIC", scopePath); } // Register enumeration Game::ClearFlags. { std::vector scopePath; scopePath.push_back("Game"); gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_COLOR, "CLEAR_COLOR", scopePath); gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_DEPTH, "CLEAR_DEPTH", scopePath); gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_STENCIL, "CLEAR_STENCIL", scopePath); gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_COLOR_DEPTH, "CLEAR_COLOR_DEPTH", scopePath); gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_COLOR_STENCIL, "CLEAR_COLOR_STENCIL", scopePath); gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_DEPTH_STENCIL, "CLEAR_DEPTH_STENCIL", scopePath); gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_COLOR_DEPTH_STENCIL, "CLEAR_COLOR_DEPTH_STENCIL", scopePath); } // Register enumeration Game::State. { std::vector scopePath; scopePath.push_back("Game"); gameplay::ScriptUtil::registerEnumValue(Game::UNINITIALIZED, "UNINITIALIZED", scopePath); gameplay::ScriptUtil::registerEnumValue(Game::RUNNING, "RUNNING", scopePath); gameplay::ScriptUtil::registerEnumValue(Game::PAUSED, "PAUSED", scopePath); } // Register enumeration Gamepad::ButtonMapping. { std::vector scopePath; scopePath.push_back("Gamepad"); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_A, "BUTTON_A", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_B, "BUTTON_B", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_X, "BUTTON_X", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_Y, "BUTTON_Y", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_L1, "BUTTON_L1", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_L2, "BUTTON_L2", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_L3, "BUTTON_L3", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_R1, "BUTTON_R1", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_R2, "BUTTON_R2", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_R3, "BUTTON_R3", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_UP, "BUTTON_UP", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_DOWN, "BUTTON_DOWN", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_LEFT, "BUTTON_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_RIGHT, "BUTTON_RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_MENU1, "BUTTON_MENU1", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_MENU2, "BUTTON_MENU2", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_MENU3, "BUTTON_MENU3", scopePath); } // Register enumeration Gamepad::GamepadEvent. { std::vector scopePath; scopePath.push_back("Gamepad"); gameplay::ScriptUtil::registerEnumValue(Gamepad::CONNECTED_EVENT, "CONNECTED_EVENT", scopePath); gameplay::ScriptUtil::registerEnumValue(Gamepad::DISCONNECTED_EVENT, "DISCONNECTED_EVENT", scopePath); } // Register enumeration Gesture::GestureEvent. { std::vector scopePath; scopePath.push_back("Gesture"); gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_TAP, "GESTURE_TAP", scopePath); gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_SWIPE, "GESTURE_SWIPE", scopePath); gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_PINCH, "GESTURE_PINCH", scopePath); gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_LONG_TAP, "GESTURE_LONG_TAP", scopePath); gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_DRAG, "GESTURE_DRAG", scopePath); gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_DROP, "GESTURE_DROP", scopePath); gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_ANY_SUPPORTED, "GESTURE_ANY_SUPPORTED", scopePath); } // Register enumeration Image::Format. { std::vector scopePath; scopePath.push_back("Image"); gameplay::ScriptUtil::registerEnumValue(Image::RGB, "RGB", scopePath); gameplay::ScriptUtil::registerEnumValue(Image::RGBA, "RGBA", scopePath); } // Register enumeration Keyboard::Key. { std::vector scopePath; scopePath.push_back("Keyboard"); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_NONE, "KEY_NONE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PAUSE, "KEY_PAUSE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SCROLL_LOCK, "KEY_SCROLL_LOCK", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PRINT, "KEY_PRINT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SYSREQ, "KEY_SYSREQ", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BREAK, "KEY_BREAK", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ESCAPE, "KEY_ESCAPE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BACKSPACE, "KEY_BACKSPACE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_TAB, "KEY_TAB", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BACK_TAB, "KEY_BACK_TAB", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RETURN, "KEY_RETURN", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPS_LOCK, "KEY_CAPS_LOCK", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SHIFT, "KEY_SHIFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CTRL, "KEY_CTRL", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ALT, "KEY_ALT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_MENU, "KEY_MENU", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_HYPER, "KEY_HYPER", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_INSERT, "KEY_INSERT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_HOME, "KEY_HOME", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PG_UP, "KEY_PG_UP", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_DELETE, "KEY_DELETE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_END, "KEY_END", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PG_DOWN, "KEY_PG_DOWN", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LEFT_ARROW, "KEY_LEFT_ARROW", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RIGHT_ARROW, "KEY_RIGHT_ARROW", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_UP_ARROW, "KEY_UP_ARROW", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_DOWN_ARROW, "KEY_DOWN_ARROW", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_NUM_LOCK, "KEY_NUM_LOCK", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_PLUS, "KEY_KP_PLUS", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_MINUS, "KEY_KP_MINUS", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_MULTIPLY, "KEY_KP_MULTIPLY", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_DIVIDE, "KEY_KP_DIVIDE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_ENTER, "KEY_KP_ENTER", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_HOME, "KEY_KP_HOME", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_UP, "KEY_KP_UP", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_PG_UP, "KEY_KP_PG_UP", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_LEFT, "KEY_KP_LEFT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_FIVE, "KEY_KP_FIVE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_RIGHT, "KEY_KP_RIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_END, "KEY_KP_END", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_DOWN, "KEY_KP_DOWN", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_PG_DOWN, "KEY_KP_PG_DOWN", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_INSERT, "KEY_KP_INSERT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_DELETE, "KEY_KP_DELETE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F1, "KEY_F1", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F2, "KEY_F2", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F3, "KEY_F3", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F4, "KEY_F4", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F5, "KEY_F5", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F6, "KEY_F6", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F7, "KEY_F7", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F8, "KEY_F8", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F9, "KEY_F9", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F10, "KEY_F10", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F11, "KEY_F11", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F12, "KEY_F12", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SPACE, "KEY_SPACE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_EXCLAM, "KEY_EXCLAM", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_QUOTE, "KEY_QUOTE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_NUMBER, "KEY_NUMBER", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_DOLLAR, "KEY_DOLLAR", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PERCENT, "KEY_PERCENT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CIRCUMFLEX, "KEY_CIRCUMFLEX", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_AMPERSAND, "KEY_AMPERSAND", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_APOSTROPHE, "KEY_APOSTROPHE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LEFT_PARENTHESIS, "KEY_LEFT_PARENTHESIS", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RIGHT_PARENTHESIS, "KEY_RIGHT_PARENTHESIS", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ASTERISK, "KEY_ASTERISK", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PLUS, "KEY_PLUS", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_COMMA, "KEY_COMMA", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_MINUS, "KEY_MINUS", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PERIOD, "KEY_PERIOD", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SLASH, "KEY_SLASH", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ZERO, "KEY_ZERO", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ONE, "KEY_ONE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_TWO, "KEY_TWO", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_THREE, "KEY_THREE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_FOUR, "KEY_FOUR", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_FIVE, "KEY_FIVE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SIX, "KEY_SIX", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SEVEN, "KEY_SEVEN", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_EIGHT, "KEY_EIGHT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_NINE, "KEY_NINE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_COLON, "KEY_COLON", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SEMICOLON, "KEY_SEMICOLON", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LESS_THAN, "KEY_LESS_THAN", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_EQUAL, "KEY_EQUAL", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_GREATER_THAN, "KEY_GREATER_THAN", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_QUESTION, "KEY_QUESTION", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_AT, "KEY_AT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_A, "KEY_CAPITAL_A", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_B, "KEY_CAPITAL_B", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_C, "KEY_CAPITAL_C", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_D, "KEY_CAPITAL_D", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_E, "KEY_CAPITAL_E", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_F, "KEY_CAPITAL_F", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_G, "KEY_CAPITAL_G", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_H, "KEY_CAPITAL_H", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_I, "KEY_CAPITAL_I", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_J, "KEY_CAPITAL_J", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_K, "KEY_CAPITAL_K", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_L, "KEY_CAPITAL_L", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_M, "KEY_CAPITAL_M", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_N, "KEY_CAPITAL_N", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_O, "KEY_CAPITAL_O", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_P, "KEY_CAPITAL_P", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_Q, "KEY_CAPITAL_Q", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_R, "KEY_CAPITAL_R", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_S, "KEY_CAPITAL_S", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_T, "KEY_CAPITAL_T", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_U, "KEY_CAPITAL_U", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_V, "KEY_CAPITAL_V", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_W, "KEY_CAPITAL_W", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_X, "KEY_CAPITAL_X", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_Y, "KEY_CAPITAL_Y", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_Z, "KEY_CAPITAL_Z", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LEFT_BRACKET, "KEY_LEFT_BRACKET", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BACK_SLASH, "KEY_BACK_SLASH", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RIGHT_BRACKET, "KEY_RIGHT_BRACKET", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_UNDERSCORE, "KEY_UNDERSCORE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_GRAVE, "KEY_GRAVE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_A, "KEY_A", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_B, "KEY_B", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_C, "KEY_C", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_D, "KEY_D", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_E, "KEY_E", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F, "KEY_F", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_G, "KEY_G", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_H, "KEY_H", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_I, "KEY_I", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_J, "KEY_J", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_K, "KEY_K", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_L, "KEY_L", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_M, "KEY_M", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_N, "KEY_N", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_O, "KEY_O", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_P, "KEY_P", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_Q, "KEY_Q", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_R, "KEY_R", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_S, "KEY_S", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_T, "KEY_T", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_U, "KEY_U", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_V, "KEY_V", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_W, "KEY_W", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_X, "KEY_X", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_Y, "KEY_Y", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_Z, "KEY_Z", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LEFT_BRACE, "KEY_LEFT_BRACE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BAR, "KEY_BAR", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RIGHT_BRACE, "KEY_RIGHT_BRACE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_TILDE, "KEY_TILDE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_EURO, "KEY_EURO", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_POUND, "KEY_POUND", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_YEN, "KEY_YEN", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_MIDDLE_DOT, "KEY_MIDDLE_DOT", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SEARCH, "KEY_SEARCH", scopePath); } // Register enumeration Keyboard::KeyEvent. { std::vector scopePath; scopePath.push_back("Keyboard"); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PRESS, "KEY_PRESS", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RELEASE, "KEY_RELEASE", scopePath); gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CHAR, "KEY_CHAR", scopePath); } // Register enumeration Layout::Type. { std::vector scopePath; scopePath.push_back("Layout"); gameplay::ScriptUtil::registerEnumValue(Layout::LAYOUT_FLOW, "LAYOUT_FLOW", scopePath); gameplay::ScriptUtil::registerEnumValue(Layout::LAYOUT_VERTICAL, "LAYOUT_VERTICAL", scopePath); gameplay::ScriptUtil::registerEnumValue(Layout::LAYOUT_ABSOLUTE, "LAYOUT_ABSOLUTE", scopePath); } // Register enumeration Light::Type. { std::vector scopePath; scopePath.push_back("Light"); gameplay::ScriptUtil::registerEnumValue(Light::DIRECTIONAL, "DIRECTIONAL", scopePath); gameplay::ScriptUtil::registerEnumValue(Light::POINT, "POINT", scopePath); gameplay::ScriptUtil::registerEnumValue(Light::SPOT, "SPOT", scopePath); } // Register enumeration Logger::Level. { std::vector scopePath; scopePath.push_back("Logger"); gameplay::ScriptUtil::registerEnumValue(Logger::LEVEL_INFO, "LEVEL_INFO", scopePath); gameplay::ScriptUtil::registerEnumValue(Logger::LEVEL_WARN, "LEVEL_WARN", scopePath); gameplay::ScriptUtil::registerEnumValue(Logger::LEVEL_ERROR, "LEVEL_ERROR", scopePath); } // Register enumeration Mesh::IndexFormat. { std::vector scopePath; scopePath.push_back("Mesh"); gameplay::ScriptUtil::registerEnumValue(Mesh::INDEX8, "INDEX8", scopePath); gameplay::ScriptUtil::registerEnumValue(Mesh::INDEX16, "INDEX16", scopePath); gameplay::ScriptUtil::registerEnumValue(Mesh::INDEX32, "INDEX32", scopePath); } // Register enumeration Mesh::PrimitiveType. { std::vector scopePath; scopePath.push_back("Mesh"); gameplay::ScriptUtil::registerEnumValue(Mesh::TRIANGLES, "TRIANGLES", scopePath); gameplay::ScriptUtil::registerEnumValue(Mesh::TRIANGLE_STRIP, "TRIANGLE_STRIP", scopePath); gameplay::ScriptUtil::registerEnumValue(Mesh::LINES, "LINES", scopePath); gameplay::ScriptUtil::registerEnumValue(Mesh::LINE_STRIP, "LINE_STRIP", scopePath); gameplay::ScriptUtil::registerEnumValue(Mesh::POINTS, "POINTS", scopePath); } // Register enumeration Mouse::MouseEvent. { std::vector scopePath; scopePath.push_back("Mouse"); gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_PRESS_LEFT_BUTTON, "MOUSE_PRESS_LEFT_BUTTON", scopePath); gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_RELEASE_LEFT_BUTTON, "MOUSE_RELEASE_LEFT_BUTTON", scopePath); gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_PRESS_MIDDLE_BUTTON, "MOUSE_PRESS_MIDDLE_BUTTON", scopePath); gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_RELEASE_MIDDLE_BUTTON, "MOUSE_RELEASE_MIDDLE_BUTTON", scopePath); gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_PRESS_RIGHT_BUTTON, "MOUSE_PRESS_RIGHT_BUTTON", scopePath); gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_RELEASE_RIGHT_BUTTON, "MOUSE_RELEASE_RIGHT_BUTTON", scopePath); gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_MOVE, "MOUSE_MOVE", scopePath); gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_WHEEL, "MOUSE_WHEEL", scopePath); } // Register enumeration Node::Type. { std::vector scopePath; scopePath.push_back("Node"); gameplay::ScriptUtil::registerEnumValue(Node::NODE, "NODE", scopePath); gameplay::ScriptUtil::registerEnumValue(Node::JOINT, "JOINT", scopePath); } // Register enumeration ParticleEmitter::BlendMode. { std::vector scopePath; scopePath.push_back("ParticleEmitter"); <<<<<<< HEAD gameplay::ScriptUtil::registerEnumValue(ParticleEmitter::BLEND_OPAQUE, "BLEND_OPAQUE", scopePath); gameplay::ScriptUtil::registerEnumValue(ParticleEmitter::BLEND_TRANSPARENT, "BLEND_TRANSPARENT", scopePath); gameplay::ScriptUtil::registerEnumValue(ParticleEmitter::BLEND_ADDITIVE, "BLEND_ADDITIVE", scopePath); gameplay::ScriptUtil::registerEnumValue(ParticleEmitter::BLEND_MULTIPLIED, "BLEND_MULTIPLIED", scopePath); ======= gameplay::ScriptUtil::registerConstantString("BLEND_NONE", "BLEND_NONE", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ALPHA", "BLEND_ALPHA", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ADDITIVE", "BLEND_ADDITIVE", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_MULTIPLIED", "BLEND_MULTIPLIED", scopePath); >>>>>>> 56056e69d8e0dfc651a52a1888c65c01d0f1f51d } // Register enumeration PhysicsCollisionObject::CollisionListener::EventType. { std::vector scopePath; scopePath.push_back("PhysicsCollisionObject"); scopePath.push_back("CollisionListener"); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::CollisionListener::COLLIDING, "COLLIDING", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::CollisionListener::NOT_COLLIDING, "NOT_COLLIDING", scopePath); } // Register enumeration PhysicsCollisionObject::Type. { std::vector scopePath; scopePath.push_back("PhysicsCollisionObject"); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::RIGID_BODY, "RIGID_BODY", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::CHARACTER, "CHARACTER", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::GHOST_OBJECT, "GHOST_OBJECT", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::VEHICLE, "VEHICLE", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::VEHICLE_WHEEL, "VEHICLE_WHEEL", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::NONE, "NONE", scopePath); } // Register enumeration PhysicsCollisionShape::Type. { std::vector scopePath; scopePath.push_back("PhysicsCollisionShape"); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_NONE, "SHAPE_NONE", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_BOX, "SHAPE_BOX", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_SPHERE, "SHAPE_SPHERE", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_CAPSULE, "SHAPE_CAPSULE", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_MESH, "SHAPE_MESH", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_HEIGHTFIELD, "SHAPE_HEIGHTFIELD", scopePath); } // Register enumeration PhysicsController::Listener::EventType. { std::vector scopePath; scopePath.push_back("PhysicsController"); scopePath.push_back("Listener"); gameplay::ScriptUtil::registerEnumValue(PhysicsController::Listener::ACTIVATED, "ACTIVATED", scopePath); gameplay::ScriptUtil::registerEnumValue(PhysicsController::Listener::DEACTIVATED, "DEACTIVATED", scopePath); } // Register enumeration Properties::Type. { std::vector scopePath; scopePath.push_back("Properties"); gameplay::ScriptUtil::registerEnumValue(Properties::NONE, "NONE", scopePath); gameplay::ScriptUtil::registerEnumValue(Properties::STRING, "STRING", scopePath); gameplay::ScriptUtil::registerEnumValue(Properties::NUMBER, "NUMBER", scopePath); gameplay::ScriptUtil::registerEnumValue(Properties::VECTOR2, "VECTOR2", scopePath); gameplay::ScriptUtil::registerEnumValue(Properties::VECTOR3, "VECTOR3", scopePath); gameplay::ScriptUtil::registerEnumValue(Properties::VECTOR4, "VECTOR4", scopePath); gameplay::ScriptUtil::registerEnumValue(Properties::MATRIX, "MATRIX", scopePath); } // Register enumeration RenderState::AutoBinding. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerEnumValue(RenderState::NONE, "NONE", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::WORLD_MATRIX, "WORLD_MATRIX", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::VIEW_MATRIX, "VIEW_MATRIX", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::PROJECTION_MATRIX, "PROJECTION_MATRIX", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::WORLD_VIEW_MATRIX, "WORLD_VIEW_MATRIX", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::VIEW_PROJECTION_MATRIX, "VIEW_PROJECTION_MATRIX", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::WORLD_VIEW_PROJECTION_MATRIX, "WORLD_VIEW_PROJECTION_MATRIX", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::INVERSE_TRANSPOSE_WORLD_MATRIX, "INVERSE_TRANSPOSE_WORLD_MATRIX", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX, "INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::CAMERA_WORLD_POSITION, "CAMERA_WORLD_POSITION", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::CAMERA_VIEW_POSITION, "CAMERA_VIEW_POSITION", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::MATRIX_PALETTE, "MATRIX_PALETTE", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::SCENE_AMBIENT_COLOR, "SCENE_AMBIENT_COLOR", scopePath); } // Register enumeration RenderState::Blend. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ZERO, "BLEND_ZERO", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE, "BLEND_ONE", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_SRC_COLOR, "BLEND_SRC_COLOR", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_SRC_COLOR, "BLEND_ONE_MINUS_SRC_COLOR", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_DST_COLOR, "BLEND_DST_COLOR", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_DST_COLOR, "BLEND_ONE_MINUS_DST_COLOR", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_SRC_ALPHA, "BLEND_SRC_ALPHA", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_SRC_ALPHA, "BLEND_ONE_MINUS_SRC_ALPHA", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_DST_ALPHA, "BLEND_DST_ALPHA", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_DST_ALPHA, "BLEND_ONE_MINUS_DST_ALPHA", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_CONSTANT_ALPHA, "BLEND_CONSTANT_ALPHA", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_CONSTANT_ALPHA, "BLEND_ONE_MINUS_CONSTANT_ALPHA", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_SRC_ALPHA_SATURATE, "BLEND_SRC_ALPHA_SATURATE", scopePath); } // Register enumeration RenderState::CullFaceSide. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerEnumValue(RenderState::CULL_FACE_SIDE_BACK, "CULL_FACE_SIDE_BACK", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::CULL_FACE_SIDE_FRONT, "CULL_FACE_SIDE_FRONT", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::CULL_FACE_SIDE_FRONT_AND_BACK, "CULL_FACE_SIDE_FRONT_AND_BACK", scopePath); } // Register enumeration RenderState::DepthFunction. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_NEVER, "DEPTH_NEVER", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_LESS, "DEPTH_LESS", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_EQUAL, "DEPTH_EQUAL", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_LEQUAL, "DEPTH_LEQUAL", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_GREATER, "DEPTH_GREATER", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_NOTEQUAL, "DEPTH_NOTEQUAL", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_GEQUAL, "DEPTH_GEQUAL", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_ALWAYS, "DEPTH_ALWAYS", scopePath); } // Register enumeration RenderState::FrontFace. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerEnumValue(RenderState::FRONT_FACE_CW, "FRONT_FACE_CW", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::FRONT_FACE_CCW, "FRONT_FACE_CCW", scopePath); } // Register enumeration RenderState::StencilFunction. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_NEVER, "STENCIL_NEVER", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_ALWAYS, "STENCIL_ALWAYS", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_LESS, "STENCIL_LESS", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_LEQUAL, "STENCIL_LEQUAL", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_EQUAL, "STENCIL_EQUAL", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_GREATER, "STENCIL_GREATER", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_GEQUAL, "STENCIL_GEQUAL", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_NOTEQUAL, "STENCIL_NOTEQUAL", scopePath); } // Register enumeration RenderState::StencilOperation. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_KEEP, "STENCIL_OP_KEEP", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_ZERO, "STENCIL_OP_ZERO", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_REPLACE, "STENCIL_OP_REPLACE", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_INCR, "STENCIL_OP_INCR", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_DECR, "STENCIL_OP_DECR", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_INVERT, "STENCIL_OP_INVERT", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_INCR_WRAP, "STENCIL_OP_INCR_WRAP", scopePath); gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_DECR_WRAP, "STENCIL_OP_DECR_WRAP", scopePath); } // Register enumeration Script::Scope. { std::vector scopePath; scopePath.push_back("Script"); gameplay::ScriptUtil::registerEnumValue(Script::GLOBAL, "GLOBAL", scopePath); gameplay::ScriptUtil::registerEnumValue(Script::PROTECTED, "PROTECTED", scopePath); } // Register enumeration Terrain::Flags. { std::vector scopePath; scopePath.push_back("Terrain"); gameplay::ScriptUtil::registerEnumValue(Terrain::DEBUG_PATCHES, "DEBUG_PATCHES", scopePath); gameplay::ScriptUtil::registerEnumValue(Terrain::FRUSTUM_CULLING, "FRUSTUM_CULLING", scopePath); gameplay::ScriptUtil::registerEnumValue(Terrain::LEVEL_OF_DETAIL, "LEVEL_OF_DETAIL", scopePath); } // Register enumeration TextBox::InputMode. { std::vector scopePath; scopePath.push_back("TextBox"); gameplay::ScriptUtil::registerEnumValue(TextBox::TEXT, "TEXT", scopePath); gameplay::ScriptUtil::registerEnumValue(TextBox::PASSWORD, "PASSWORD", scopePath); } // Register enumeration Texture::CubeFace. { std::vector scopePath; scopePath.push_back("Texture"); gameplay::ScriptUtil::registerEnumValue(Texture::POSITIVE_X, "POSITIVE_X", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::NEGATIVE_X, "NEGATIVE_X", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::POSITIVE_Y, "POSITIVE_Y", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::NEGATIVE_Y, "NEGATIVE_Y", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::POSITIVE_Z, "POSITIVE_Z", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::NEGATIVE_Z, "NEGATIVE_Z", scopePath); } // Register enumeration Texture::Filter. { std::vector scopePath; scopePath.push_back("Texture"); gameplay::ScriptUtil::registerEnumValue(Texture::NEAREST, "NEAREST", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::LINEAR, "LINEAR", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::NEAREST_MIPMAP_NEAREST, "NEAREST_MIPMAP_NEAREST", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::LINEAR_MIPMAP_NEAREST, "LINEAR_MIPMAP_NEAREST", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::NEAREST_MIPMAP_LINEAR, "NEAREST_MIPMAP_LINEAR", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::LINEAR_MIPMAP_LINEAR, "LINEAR_MIPMAP_LINEAR", scopePath); } // Register enumeration Texture::Format. { std::vector scopePath; scopePath.push_back("Texture"); gameplay::ScriptUtil::registerEnumValue(Texture::UNKNOWN, "UNKNOWN", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::RGB, "RGB", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::RGBA, "RGBA", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::ALPHA, "ALPHA", scopePath); } // Register enumeration Texture::Type. { std::vector scopePath; scopePath.push_back("Texture"); gameplay::ScriptUtil::registerEnumValue(Texture::TEXTURE_2D, "TEXTURE_2D", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::TEXTURE_CUBE, "TEXTURE_CUBE", scopePath); } // Register enumeration Texture::Wrap. { std::vector scopePath; scopePath.push_back("Texture"); gameplay::ScriptUtil::registerEnumValue(Texture::REPEAT, "REPEAT", scopePath); gameplay::ScriptUtil::registerEnumValue(Texture::CLAMP, "CLAMP", scopePath); } // Register enumeration Touch::TouchEvent. { std::vector scopePath; scopePath.push_back("Touch"); gameplay::ScriptUtil::registerEnumValue(Touch::TOUCH_PRESS, "TOUCH_PRESS", scopePath); gameplay::ScriptUtil::registerEnumValue(Touch::TOUCH_RELEASE, "TOUCH_RELEASE", scopePath); gameplay::ScriptUtil::registerEnumValue(Touch::TOUCH_MOVE, "TOUCH_MOVE", scopePath); } // Register enumeration VertexFormat::Usage. { std::vector scopePath; scopePath.push_back("VertexFormat"); gameplay::ScriptUtil::registerEnumValue(VertexFormat::POSITION, "POSITION", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::NORMAL, "NORMAL", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::COLOR, "COLOR", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TANGENT, "TANGENT", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::BINORMAL, "BINORMAL", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::BLENDWEIGHTS, "BLENDWEIGHTS", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::BLENDINDICES, "BLENDINDICES", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD0, "TEXCOORD0", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD1, "TEXCOORD1", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD2, "TEXCOORD2", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD3, "TEXCOORD3", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD4, "TEXCOORD4", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD5, "TEXCOORD5", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD6, "TEXCOORD6", scopePath); gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD7, "TEXCOORD7", scopePath); } } int lua__strcmpnocase(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); // Get parameter 2 off the stack. const char* param2 = gameplay::ScriptUtil::getString(2, false); int result = strcmpnocase(param1, param2); // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } lua_pushstring(state, "lua__strcmpnocase - 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; } <<<<<<< HEAD ======= static const char* enumStringEmpty = ""; const char* lua_stringFromEnumGlobal(std::string& enumname, unsigned int value) { if (enumname == "AIMessage::ParameterType") return lua_stringFromEnum_AIMessageParameterType((AIMessage::ParameterType)value); if (enumname == "AnimationClip::Listener::EventType") return lua_stringFromEnum_AnimationClipListenerEventType((AnimationClip::Listener::EventType)value); if (enumname == "AudioSource::State") return lua_stringFromEnum_AudioSourceState((AudioSource::State)value); if (enumname == "Camera::Type") return lua_stringFromEnum_CameraType((Camera::Type)value); if (enumname == "Container::Direction") return lua_stringFromEnum_ContainerDirection((Container::Direction)value); if (enumname == "Container::Scroll") return lua_stringFromEnum_ContainerScroll((Container::Scroll)value); if (enumname == "Control::Alignment") return lua_stringFromEnum_ControlAlignment((Control::Alignment)value); if (enumname == "Control::AutoSize") return lua_stringFromEnum_ControlAutoSize((Control::AutoSize)value); if (enumname == "Control::Listener::EventType") return lua_stringFromEnum_ControlListenerEventType((Control::Listener::EventType)value); if (enumname == "Control::State") return lua_stringFromEnum_ControlState((Control::State)value); if (enumname == "Curve::InterpolationType") return lua_stringFromEnum_CurveInterpolationType((Curve::InterpolationType)value); if (enumname == "DepthStencilTarget::Format") return lua_stringFromEnum_DepthStencilTargetFormat((DepthStencilTarget::Format)value); if (enumname == "Font::Format") return lua_stringFromEnum_FontFormat((Font::Format)value); if (enumname == "Font::Justify") return lua_stringFromEnum_FontJustify((Font::Justify)value); if (enumname == "Font::Style") return lua_stringFromEnum_FontStyle((Font::Style)value); if (enumname == "Game::ClearFlags") return lua_stringFromEnum_GameClearFlags((Game::ClearFlags)value); if (enumname == "Game::State") return lua_stringFromEnum_GameState((Game::State)value); if (enumname == "Gamepad::ButtonMapping") return lua_stringFromEnum_GamepadButtonMapping((Gamepad::ButtonMapping)value); if (enumname == "Gamepad::GamepadEvent") return lua_stringFromEnum_GamepadGamepadEvent((Gamepad::GamepadEvent)value); if (enumname == "Gesture::GestureEvent") return lua_stringFromEnum_GestureGestureEvent((Gesture::GestureEvent)value); if (enumname == "Image::Format") return lua_stringFromEnum_ImageFormat((Image::Format)value); if (enumname == "Keyboard::Key") return lua_stringFromEnum_KeyboardKey((Keyboard::Key)value); if (enumname == "Keyboard::KeyEvent") return lua_stringFromEnum_KeyboardKeyEvent((Keyboard::KeyEvent)value); if (enumname == "Layout::Type") return lua_stringFromEnum_LayoutType((Layout::Type)value); if (enumname == "Light::Type") return lua_stringFromEnum_LightType((Light::Type)value); if (enumname == "Logger::Level") return lua_stringFromEnum_LoggerLevel((Logger::Level)value); if (enumname == "Mesh::IndexFormat") return lua_stringFromEnum_MeshIndexFormat((Mesh::IndexFormat)value); if (enumname == "Mesh::PrimitiveType") return lua_stringFromEnum_MeshPrimitiveType((Mesh::PrimitiveType)value); if (enumname == "Mouse::MouseEvent") return lua_stringFromEnum_MouseMouseEvent((Mouse::MouseEvent)value); if (enumname == "Node::Type") return lua_stringFromEnum_NodeType((Node::Type)value); if (enumname == "ParticleEmitter::BlendMode") return lua_stringFromEnum_ParticleEmitterBlendMode((ParticleEmitter::BlendMode)value); if (enumname == "PhysicsCollisionObject::CollisionListener::EventType") return lua_stringFromEnum_PhysicsCollisionObjectCollisionListenerEventType((PhysicsCollisionObject::CollisionListener::EventType)value); if (enumname == "PhysicsCollisionObject::Type") return lua_stringFromEnum_PhysicsCollisionObjectType((PhysicsCollisionObject::Type)value); if (enumname == "PhysicsCollisionShape::Type") return lua_stringFromEnum_PhysicsCollisionShapeType((PhysicsCollisionShape::Type)value); if (enumname == "PhysicsController::Listener::EventType") return lua_stringFromEnum_PhysicsControllerListenerEventType((PhysicsController::Listener::EventType)value); if (enumname == "Properties::Type") return lua_stringFromEnum_PropertiesType((Properties::Type)value); if (enumname == "RenderState::AutoBinding") return lua_stringFromEnum_RenderStateAutoBinding((RenderState::AutoBinding)value); if (enumname == "RenderState::Blend") return lua_stringFromEnum_RenderStateBlend((RenderState::Blend)value); if (enumname == "RenderState::CullFaceSide") return lua_stringFromEnum_RenderStateCullFaceSide((RenderState::CullFaceSide)value); if (enumname == "RenderState::DepthFunction") return lua_stringFromEnum_RenderStateDepthFunction((RenderState::DepthFunction)value); if (enumname == "RenderState::FrontFace") return lua_stringFromEnum_RenderStateFrontFace((RenderState::FrontFace)value); if (enumname == "RenderState::StencilFunction") return lua_stringFromEnum_RenderStateStencilFunction((RenderState::StencilFunction)value); if (enumname == "RenderState::StencilOperation") return lua_stringFromEnum_RenderStateStencilOperation((RenderState::StencilOperation)value); if (enumname == "Terrain::Flags") return lua_stringFromEnum_TerrainFlags((Terrain::Flags)value); if (enumname == "TextBox::InputMode") return lua_stringFromEnum_TextBoxInputMode((TextBox::InputMode)value); if (enumname == "Texture::CubeFace") return lua_stringFromEnum_TextureCubeFace((Texture::CubeFace)value); if (enumname == "Texture::Filter") return lua_stringFromEnum_TextureFilter((Texture::Filter)value); if (enumname == "Texture::Format") return lua_stringFromEnum_TextureFormat((Texture::Format)value); if (enumname == "Texture::Type") return lua_stringFromEnum_TextureType((Texture::Type)value); if (enumname == "Texture::Wrap") return lua_stringFromEnum_TextureWrap((Texture::Wrap)value); if (enumname == "Touch::TouchEvent") return lua_stringFromEnum_TouchTouchEvent((Touch::TouchEvent)value); if (enumname == "VertexFormat::Usage") return lua_stringFromEnum_VertexFormatUsage((VertexFormat::Usage)value); GP_ERROR("Unrecognized enumeration type '%s'.", enumname.c_str()); return enumStringEmpty; } >>>>>>> 56056e69d8e0dfc651a52a1888c65c01d0f1f51d }