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