#include "Base.h" #include "ScriptController.h" #include "lua_Ref.h" #include "Base.h" #include "Game.h" #include "Ref.h" namespace gameplay { void luaRegister_Ref() { const luaL_Reg lua_members[] = { {"addRef", lua_Ref_addRef}, {"getRefCount", lua_Ref_getRefCount}, {"release", lua_Ref_release}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; gameplay::ScriptUtil::registerClass("Ref", lua_members, NULL, NULL, lua_statics, scopePath); } static Ref* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "Ref"); luaL_argcheck(state, userdata != NULL, 1, "'Ref' expected."); return (Ref*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_Ref_addRef(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Ref* instance = getInstance(state); instance->addRef(); return 0; } lua_pushstring(state, "lua_Ref_addRef - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Ref_getRefCount(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Ref* instance = getInstance(state); unsigned int result = instance->getRefCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Ref_getRefCount - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_Ref_release(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Ref* instance = getInstance(state); instance->release(); return 0; } lua_pushstring(state, "lua_Ref_release - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } }