#include "ScriptController.h" #include "lua_Global.h" namespace gameplay { void luaRegister_lua_Global() { 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", "Joystick"); 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", "Joystick"); 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", "Joystick"); 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", "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", "AIAgent"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "AIState"); 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", "ImageControl"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joint"); gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joystick"); 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"); gameplay::ScriptUtil::addStringFromEnumConversionFunction(&gameplay::lua_stringFromEnumGlobal); // Register enumeration AIMessage::ParameterType. { std::vector scopePath; scopePath.push_back("AIMessage"); gameplay::ScriptUtil::registerConstantString("UNDEFINED", "UNDEFINED", scopePath); gameplay::ScriptUtil::registerConstantString("INTEGER", "INTEGER", scopePath); gameplay::ScriptUtil::registerConstantString("LONG", "LONG", scopePath); gameplay::ScriptUtil::registerConstantString("FLOAT", "FLOAT", scopePath); gameplay::ScriptUtil::registerConstantString("DOUBLE", "DOUBLE", scopePath); gameplay::ScriptUtil::registerConstantString("BOOLEAN", "BOOLEAN", scopePath); gameplay::ScriptUtil::registerConstantString("STRING", "STRING", scopePath); } // Register enumeration AnimationClip::Listener::EventType. { std::vector scopePath; scopePath.push_back("AnimationClip"); scopePath.push_back("Listener"); gameplay::ScriptUtil::registerConstantString("BEGIN", "BEGIN", scopePath); gameplay::ScriptUtil::registerConstantString("END", "END", scopePath); gameplay::ScriptUtil::registerConstantString("TIME", "TIME", scopePath); } // Register enumeration AudioSource::State. { std::vector scopePath; scopePath.push_back("AudioSource"); gameplay::ScriptUtil::registerConstantString("INITIAL", "INITIAL", scopePath); gameplay::ScriptUtil::registerConstantString("PLAYING", "PLAYING", scopePath); gameplay::ScriptUtil::registerConstantString("PAUSED", "PAUSED", scopePath); gameplay::ScriptUtil::registerConstantString("STOPPED", "STOPPED", scopePath); } // Register enumeration Camera::Type. { std::vector scopePath; scopePath.push_back("Camera"); gameplay::ScriptUtil::registerConstantString("PERSPECTIVE", "PERSPECTIVE", scopePath); gameplay::ScriptUtil::registerConstantString("ORTHOGRAPHIC", "ORTHOGRAPHIC", scopePath); } // Register enumeration Container::Scroll. { std::vector scopePath; scopePath.push_back("Container"); gameplay::ScriptUtil::registerConstantString("SCROLL_NONE", "SCROLL_NONE", scopePath); gameplay::ScriptUtil::registerConstantString("SCROLL_HORIZONTAL", "SCROLL_HORIZONTAL", scopePath); gameplay::ScriptUtil::registerConstantString("SCROLL_VERTICAL", "SCROLL_VERTICAL", scopePath); gameplay::ScriptUtil::registerConstantString("SCROLL_BOTH", "SCROLL_BOTH", scopePath); } // Register enumeration Control::Alignment. { std::vector scopePath; scopePath.push_back("Control"); gameplay::ScriptUtil::registerConstantString("ALIGN_LEFT", "ALIGN_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_HCENTER", "ALIGN_HCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_RIGHT", "ALIGN_RIGHT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_TOP", "ALIGN_TOP", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER", "ALIGN_VCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM", "ALIGN_BOTTOM", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_LEFT", "ALIGN_TOP_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_LEFT", "ALIGN_VCENTER_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_LEFT", "ALIGN_BOTTOM_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_HCENTER", "ALIGN_TOP_HCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_HCENTER", "ALIGN_VCENTER_HCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_HCENTER", "ALIGN_BOTTOM_HCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_RIGHT", "ALIGN_TOP_RIGHT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_RIGHT", "ALIGN_VCENTER_RIGHT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_RIGHT", "ALIGN_BOTTOM_RIGHT", scopePath); } // Register enumeration Control::AutoSize. { std::vector scopePath; scopePath.push_back("Control"); gameplay::ScriptUtil::registerConstantString("AUTO_SIZE_NONE", "AUTO_SIZE_NONE", scopePath); gameplay::ScriptUtil::registerConstantString("AUTO_SIZE_STRETCH", "AUTO_SIZE_STRETCH", scopePath); gameplay::ScriptUtil::registerConstantString("AUTO_SIZE_FIT", "AUTO_SIZE_FIT", scopePath); } // Register enumeration Control::Listener::EventType. { std::vector scopePath; scopePath.push_back("Control"); scopePath.push_back("Listener"); gameplay::ScriptUtil::registerConstantString("PRESS", "PRESS", scopePath); gameplay::ScriptUtil::registerConstantString("RELEASE", "RELEASE", scopePath); gameplay::ScriptUtil::registerConstantString("CLICK", "CLICK", scopePath); gameplay::ScriptUtil::registerConstantString("VALUE_CHANGED", "VALUE_CHANGED", scopePath); gameplay::ScriptUtil::registerConstantString("TEXT_CHANGED", "TEXT_CHANGED", scopePath); gameplay::ScriptUtil::registerConstantString("MIDDLE_CLICK", "MIDDLE_CLICK", scopePath); gameplay::ScriptUtil::registerConstantString("RIGHT_CLICK", "RIGHT_CLICK", scopePath); gameplay::ScriptUtil::registerConstantString("ENTER", "ENTER", scopePath); gameplay::ScriptUtil::registerConstantString("LEAVE", "LEAVE", scopePath); gameplay::ScriptUtil::registerConstantString("FOCUS_GAINED", "FOCUS_GAINED", scopePath); gameplay::ScriptUtil::registerConstantString("FOCUS_LOST", "FOCUS_LOST", scopePath); } // Register enumeration Control::State. { std::vector scopePath; scopePath.push_back("Control"); gameplay::ScriptUtil::registerConstantString("NORMAL", "NORMAL", scopePath); gameplay::ScriptUtil::registerConstantString("FOCUS", "FOCUS", scopePath); gameplay::ScriptUtil::registerConstantString("ACTIVE", "ACTIVE", scopePath); gameplay::ScriptUtil::registerConstantString("DISABLED", "DISABLED", scopePath); gameplay::ScriptUtil::registerConstantString("HOVER", "HOVER", scopePath); } // Register enumeration Curve::InterpolationType. { std::vector scopePath; scopePath.push_back("Curve"); gameplay::ScriptUtil::registerConstantString("BEZIER", "BEZIER", scopePath); gameplay::ScriptUtil::registerConstantString("BSPLINE", "BSPLINE", scopePath); gameplay::ScriptUtil::registerConstantString("FLAT", "FLAT", scopePath); gameplay::ScriptUtil::registerConstantString("HERMITE", "HERMITE", scopePath); gameplay::ScriptUtil::registerConstantString("LINEAR", "LINEAR", scopePath); gameplay::ScriptUtil::registerConstantString("SMOOTH", "SMOOTH", scopePath); gameplay::ScriptUtil::registerConstantString("STEP", "STEP", scopePath); gameplay::ScriptUtil::registerConstantString("QUADRATIC_IN", "QUADRATIC_IN", scopePath); gameplay::ScriptUtil::registerConstantString("QUADRATIC_OUT", "QUADRATIC_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("QUADRATIC_IN_OUT", "QUADRATIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("QUADRATIC_OUT_IN", "QUADRATIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("CUBIC_IN", "CUBIC_IN", scopePath); gameplay::ScriptUtil::registerConstantString("CUBIC_OUT", "CUBIC_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("CUBIC_IN_OUT", "CUBIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("CUBIC_OUT_IN", "CUBIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("QUARTIC_IN", "QUARTIC_IN", scopePath); gameplay::ScriptUtil::registerConstantString("QUARTIC_OUT", "QUARTIC_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("QUARTIC_IN_OUT", "QUARTIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("QUARTIC_OUT_IN", "QUARTIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("QUINTIC_IN", "QUINTIC_IN", scopePath); gameplay::ScriptUtil::registerConstantString("QUINTIC_OUT", "QUINTIC_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("QUINTIC_IN_OUT", "QUINTIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("QUINTIC_OUT_IN", "QUINTIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("SINE_IN", "SINE_IN", scopePath); gameplay::ScriptUtil::registerConstantString("SINE_OUT", "SINE_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("SINE_IN_OUT", "SINE_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("SINE_OUT_IN", "SINE_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("EXPONENTIAL_IN", "EXPONENTIAL_IN", scopePath); gameplay::ScriptUtil::registerConstantString("EXPONENTIAL_OUT", "EXPONENTIAL_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("EXPONENTIAL_IN_OUT", "EXPONENTIAL_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("EXPONENTIAL_OUT_IN", "EXPONENTIAL_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("CIRCULAR_IN", "CIRCULAR_IN", scopePath); gameplay::ScriptUtil::registerConstantString("CIRCULAR_OUT", "CIRCULAR_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("CIRCULAR_IN_OUT", "CIRCULAR_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("CIRCULAR_OUT_IN", "CIRCULAR_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("ELASTIC_IN", "ELASTIC_IN", scopePath); gameplay::ScriptUtil::registerConstantString("ELASTIC_OUT", "ELASTIC_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("ELASTIC_IN_OUT", "ELASTIC_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("ELASTIC_OUT_IN", "ELASTIC_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("OVERSHOOT_IN", "OVERSHOOT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("OVERSHOOT_OUT", "OVERSHOOT_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("OVERSHOOT_IN_OUT", "OVERSHOOT_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("OVERSHOOT_OUT_IN", "OVERSHOOT_OUT_IN", scopePath); gameplay::ScriptUtil::registerConstantString("BOUNCE_IN", "BOUNCE_IN", scopePath); gameplay::ScriptUtil::registerConstantString("BOUNCE_OUT", "BOUNCE_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("BOUNCE_IN_OUT", "BOUNCE_IN_OUT", scopePath); gameplay::ScriptUtil::registerConstantString("BOUNCE_OUT_IN", "BOUNCE_OUT_IN", scopePath); } // Register enumeration DepthStencilTarget::Format. { std::vector scopePath; scopePath.push_back("DepthStencilTarget"); gameplay::ScriptUtil::registerConstantString("DEPTH", "DEPTH", scopePath); gameplay::ScriptUtil::registerConstantString("DEPTH_STENCIL", "DEPTH_STENCIL", scopePath); } // Register enumeration Font::Format. { std::vector scopePath; scopePath.push_back("Font"); gameplay::ScriptUtil::registerConstantString("BITMAP", "BITMAP", scopePath); gameplay::ScriptUtil::registerConstantString("DISTANCE_FIELD", "DISTANCE_FIELD", scopePath); } // Register enumeration Font::Justify. { std::vector scopePath; scopePath.push_back("Font"); gameplay::ScriptUtil::registerConstantString("ALIGN_LEFT", "ALIGN_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_HCENTER", "ALIGN_HCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_RIGHT", "ALIGN_RIGHT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_TOP", "ALIGN_TOP", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER", "ALIGN_VCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM", "ALIGN_BOTTOM", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_LEFT", "ALIGN_TOP_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_LEFT", "ALIGN_VCENTER_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_LEFT", "ALIGN_BOTTOM_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_HCENTER", "ALIGN_TOP_HCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_HCENTER", "ALIGN_VCENTER_HCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_HCENTER", "ALIGN_BOTTOM_HCENTER", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_RIGHT", "ALIGN_TOP_RIGHT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_RIGHT", "ALIGN_VCENTER_RIGHT", scopePath); gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_RIGHT", "ALIGN_BOTTOM_RIGHT", scopePath); } // Register enumeration Font::Style. { std::vector scopePath; scopePath.push_back("Font"); gameplay::ScriptUtil::registerConstantString("PLAIN", "PLAIN", scopePath); gameplay::ScriptUtil::registerConstantString("BOLD", "BOLD", scopePath); gameplay::ScriptUtil::registerConstantString("ITALIC", "ITALIC", scopePath); gameplay::ScriptUtil::registerConstantString("BOLD_ITALIC", "BOLD_ITALIC", scopePath); } // Register enumeration Game::ClearFlags. { std::vector scopePath; scopePath.push_back("Game"); gameplay::ScriptUtil::registerConstantString("CLEAR_COLOR", "CLEAR_COLOR", scopePath); gameplay::ScriptUtil::registerConstantString("CLEAR_DEPTH", "CLEAR_DEPTH", scopePath); gameplay::ScriptUtil::registerConstantString("CLEAR_STENCIL", "CLEAR_STENCIL", scopePath); gameplay::ScriptUtil::registerConstantString("CLEAR_COLOR_DEPTH", "CLEAR_COLOR_DEPTH", scopePath); gameplay::ScriptUtil::registerConstantString("CLEAR_COLOR_STENCIL", "CLEAR_COLOR_STENCIL", scopePath); gameplay::ScriptUtil::registerConstantString("CLEAR_DEPTH_STENCIL", "CLEAR_DEPTH_STENCIL", scopePath); gameplay::ScriptUtil::registerConstantString("CLEAR_COLOR_DEPTH_STENCIL", "CLEAR_COLOR_DEPTH_STENCIL", scopePath); } // Register enumeration Game::State. { std::vector scopePath; scopePath.push_back("Game"); gameplay::ScriptUtil::registerConstantString("UNINITIALIZED", "UNINITIALIZED", scopePath); gameplay::ScriptUtil::registerConstantString("RUNNING", "RUNNING", scopePath); gameplay::ScriptUtil::registerConstantString("PAUSED", "PAUSED", scopePath); } // Register enumeration Gamepad::ButtonMapping. { std::vector scopePath; scopePath.push_back("Gamepad"); gameplay::ScriptUtil::registerConstantString("BUTTON_A", "BUTTON_A", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_B", "BUTTON_B", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_C", "BUTTON_C", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_X", "BUTTON_X", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_Y", "BUTTON_Y", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_Z", "BUTTON_Z", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_MENU1", "BUTTON_MENU1", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_MENU2", "BUTTON_MENU2", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_MENU3", "BUTTON_MENU3", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_MENU4", "BUTTON_MENU4", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_L1", "BUTTON_L1", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_L2", "BUTTON_L2", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_L3", "BUTTON_L3", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_R1", "BUTTON_R1", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_R2", "BUTTON_R2", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_R3", "BUTTON_R3", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_UP", "BUTTON_UP", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_DOWN", "BUTTON_DOWN", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_LEFT", "BUTTON_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_RIGHT", "BUTTON_RIGHT", scopePath); } // Register enumeration Gamepad::GamepadEvent. { std::vector scopePath; scopePath.push_back("Gamepad"); gameplay::ScriptUtil::registerConstantString("CONNECTED_EVENT", "CONNECTED_EVENT", scopePath); gameplay::ScriptUtil::registerConstantString("DISCONNECTED_EVENT", "DISCONNECTED_EVENT", scopePath); gameplay::ScriptUtil::registerConstantString("BUTTON_EVENT", "BUTTON_EVENT", scopePath); gameplay::ScriptUtil::registerConstantString("JOYSTICK_EVENT", "JOYSTICK_EVENT", scopePath); gameplay::ScriptUtil::registerConstantString("TRIGGER_EVENT", "TRIGGER_EVENT", scopePath); } // Register enumeration Gesture::GestureEvent. { std::vector scopePath; scopePath.push_back("Gesture"); gameplay::ScriptUtil::registerConstantString("GESTURE_TAP", "GESTURE_TAP", scopePath); gameplay::ScriptUtil::registerConstantString("GESTURE_SWIPE", "GESTURE_SWIPE", scopePath); gameplay::ScriptUtil::registerConstantString("GESTURE_PINCH", "GESTURE_PINCH", scopePath); gameplay::ScriptUtil::registerConstantString("GESTURE_LONG_TAP", "GESTURE_LONG_TAP", scopePath); gameplay::ScriptUtil::registerConstantString("GESTURE_DRAG", "GESTURE_DRAG", scopePath); gameplay::ScriptUtil::registerConstantString("GESTURE_DROP", "GESTURE_DROP", scopePath); gameplay::ScriptUtil::registerConstantString("GESTURE_ANY_SUPPORTED", "GESTURE_ANY_SUPPORTED", scopePath); } // Register enumeration Image::Format. { std::vector scopePath; scopePath.push_back("Image"); gameplay::ScriptUtil::registerConstantString("RGB", "RGB", scopePath); gameplay::ScriptUtil::registerConstantString("RGBA", "RGBA", scopePath); } // Register enumeration Keyboard::Key. { std::vector scopePath; scopePath.push_back("Keyboard"); gameplay::ScriptUtil::registerConstantString("KEY_NONE", "KEY_NONE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_PAUSE", "KEY_PAUSE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SCROLL_LOCK", "KEY_SCROLL_LOCK", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_PRINT", "KEY_PRINT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SYSREQ", "KEY_SYSREQ", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_BREAK", "KEY_BREAK", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_ESCAPE", "KEY_ESCAPE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_BACKSPACE", "KEY_BACKSPACE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_TAB", "KEY_TAB", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_BACK_TAB", "KEY_BACK_TAB", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_RETURN", "KEY_RETURN", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPS_LOCK", "KEY_CAPS_LOCK", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SHIFT", "KEY_SHIFT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CTRL", "KEY_CTRL", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_ALT", "KEY_ALT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_MENU", "KEY_MENU", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_HYPER", "KEY_HYPER", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_INSERT", "KEY_INSERT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_HOME", "KEY_HOME", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_PG_UP", "KEY_PG_UP", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_DELETE", "KEY_DELETE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_END", "KEY_END", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_PG_DOWN", "KEY_PG_DOWN", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_LEFT_ARROW", "KEY_LEFT_ARROW", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_RIGHT_ARROW", "KEY_RIGHT_ARROW", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_UP_ARROW", "KEY_UP_ARROW", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_DOWN_ARROW", "KEY_DOWN_ARROW", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_NUM_LOCK", "KEY_NUM_LOCK", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_PLUS", "KEY_KP_PLUS", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_MINUS", "KEY_KP_MINUS", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_MULTIPLY", "KEY_KP_MULTIPLY", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_DIVIDE", "KEY_KP_DIVIDE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_ENTER", "KEY_KP_ENTER", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_HOME", "KEY_KP_HOME", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_UP", "KEY_KP_UP", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_PG_UP", "KEY_KP_PG_UP", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_LEFT", "KEY_KP_LEFT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_FIVE", "KEY_KP_FIVE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_RIGHT", "KEY_KP_RIGHT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_END", "KEY_KP_END", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_DOWN", "KEY_KP_DOWN", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_PG_DOWN", "KEY_KP_PG_DOWN", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_INSERT", "KEY_KP_INSERT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_KP_DELETE", "KEY_KP_DELETE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F1", "KEY_F1", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F2", "KEY_F2", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F3", "KEY_F3", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F4", "KEY_F4", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F5", "KEY_F5", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F6", "KEY_F6", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F7", "KEY_F7", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F8", "KEY_F8", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F9", "KEY_F9", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F10", "KEY_F10", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F11", "KEY_F11", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F12", "KEY_F12", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SPACE", "KEY_SPACE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_EXCLAM", "KEY_EXCLAM", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_QUOTE", "KEY_QUOTE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_NUMBER", "KEY_NUMBER", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_DOLLAR", "KEY_DOLLAR", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_PERCENT", "KEY_PERCENT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CIRCUMFLEX", "KEY_CIRCUMFLEX", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_AMPERSAND", "KEY_AMPERSAND", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_APOSTROPHE", "KEY_APOSTROPHE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_LEFT_PARENTHESIS", "KEY_LEFT_PARENTHESIS", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_RIGHT_PARENTHESIS", "KEY_RIGHT_PARENTHESIS", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_ASTERISK", "KEY_ASTERISK", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_PLUS", "KEY_PLUS", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_COMMA", "KEY_COMMA", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_MINUS", "KEY_MINUS", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_PERIOD", "KEY_PERIOD", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SLASH", "KEY_SLASH", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_ZERO", "KEY_ZERO", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_ONE", "KEY_ONE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_TWO", "KEY_TWO", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_THREE", "KEY_THREE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_FOUR", "KEY_FOUR", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_FIVE", "KEY_FIVE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SIX", "KEY_SIX", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SEVEN", "KEY_SEVEN", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_EIGHT", "KEY_EIGHT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_NINE", "KEY_NINE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_COLON", "KEY_COLON", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SEMICOLON", "KEY_SEMICOLON", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_LESS_THAN", "KEY_LESS_THAN", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_EQUAL", "KEY_EQUAL", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_GREATER_THAN", "KEY_GREATER_THAN", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_QUESTION", "KEY_QUESTION", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_AT", "KEY_AT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_A", "KEY_CAPITAL_A", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_B", "KEY_CAPITAL_B", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_C", "KEY_CAPITAL_C", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_D", "KEY_CAPITAL_D", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_E", "KEY_CAPITAL_E", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_F", "KEY_CAPITAL_F", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_G", "KEY_CAPITAL_G", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_H", "KEY_CAPITAL_H", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_I", "KEY_CAPITAL_I", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_J", "KEY_CAPITAL_J", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_K", "KEY_CAPITAL_K", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_L", "KEY_CAPITAL_L", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_M", "KEY_CAPITAL_M", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_N", "KEY_CAPITAL_N", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_O", "KEY_CAPITAL_O", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_P", "KEY_CAPITAL_P", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_Q", "KEY_CAPITAL_Q", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_R", "KEY_CAPITAL_R", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_S", "KEY_CAPITAL_S", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_T", "KEY_CAPITAL_T", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_U", "KEY_CAPITAL_U", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_V", "KEY_CAPITAL_V", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_W", "KEY_CAPITAL_W", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_X", "KEY_CAPITAL_X", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_Y", "KEY_CAPITAL_Y", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_Z", "KEY_CAPITAL_Z", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_LEFT_BRACKET", "KEY_LEFT_BRACKET", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_BACK_SLASH", "KEY_BACK_SLASH", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_RIGHT_BRACKET", "KEY_RIGHT_BRACKET", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_UNDERSCORE", "KEY_UNDERSCORE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_GRAVE", "KEY_GRAVE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_A", "KEY_A", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_B", "KEY_B", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_C", "KEY_C", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_D", "KEY_D", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_E", "KEY_E", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_F", "KEY_F", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_G", "KEY_G", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_H", "KEY_H", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_I", "KEY_I", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_J", "KEY_J", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_K", "KEY_K", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_L", "KEY_L", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_M", "KEY_M", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_N", "KEY_N", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_O", "KEY_O", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_P", "KEY_P", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_Q", "KEY_Q", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_R", "KEY_R", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_S", "KEY_S", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_T", "KEY_T", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_U", "KEY_U", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_V", "KEY_V", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_W", "KEY_W", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_X", "KEY_X", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_Y", "KEY_Y", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_Z", "KEY_Z", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_LEFT_BRACE", "KEY_LEFT_BRACE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_BAR", "KEY_BAR", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_RIGHT_BRACE", "KEY_RIGHT_BRACE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_TILDE", "KEY_TILDE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_EURO", "KEY_EURO", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_POUND", "KEY_POUND", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_YEN", "KEY_YEN", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_MIDDLE_DOT", "KEY_MIDDLE_DOT", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_SEARCH", "KEY_SEARCH", scopePath); } // Register enumeration Keyboard::KeyEvent. { std::vector scopePath; scopePath.push_back("Keyboard"); gameplay::ScriptUtil::registerConstantString("KEY_PRESS", "KEY_PRESS", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_RELEASE", "KEY_RELEASE", scopePath); gameplay::ScriptUtil::registerConstantString("KEY_CHAR", "KEY_CHAR", scopePath); } // Register enumeration Layout::Type. { std::vector scopePath; scopePath.push_back("Layout"); gameplay::ScriptUtil::registerConstantString("LAYOUT_FLOW", "LAYOUT_FLOW", scopePath); gameplay::ScriptUtil::registerConstantString("LAYOUT_VERTICAL", "LAYOUT_VERTICAL", scopePath); gameplay::ScriptUtil::registerConstantString("LAYOUT_ABSOLUTE", "LAYOUT_ABSOLUTE", scopePath); } // Register enumeration Light::Type. { std::vector scopePath; scopePath.push_back("Light"); gameplay::ScriptUtil::registerConstantString("DIRECTIONAL", "DIRECTIONAL", scopePath); gameplay::ScriptUtil::registerConstantString("POINT", "POINT", scopePath); gameplay::ScriptUtil::registerConstantString("SPOT", "SPOT", scopePath); } // Register enumeration Logger::Level. { std::vector scopePath; scopePath.push_back("Logger"); gameplay::ScriptUtil::registerConstantString("LEVEL_INFO", "LEVEL_INFO", scopePath); gameplay::ScriptUtil::registerConstantString("LEVEL_WARN", "LEVEL_WARN", scopePath); gameplay::ScriptUtil::registerConstantString("LEVEL_ERROR", "LEVEL_ERROR", scopePath); } // Register enumeration Mesh::IndexFormat. { std::vector scopePath; scopePath.push_back("Mesh"); gameplay::ScriptUtil::registerConstantString("INDEX8", "INDEX8", scopePath); gameplay::ScriptUtil::registerConstantString("INDEX16", "INDEX16", scopePath); gameplay::ScriptUtil::registerConstantString("INDEX32", "INDEX32", scopePath); } // Register enumeration Mesh::PrimitiveType. { std::vector scopePath; scopePath.push_back("Mesh"); gameplay::ScriptUtil::registerConstantString("TRIANGLES", "TRIANGLES", scopePath); gameplay::ScriptUtil::registerConstantString("TRIANGLE_STRIP", "TRIANGLE_STRIP", scopePath); gameplay::ScriptUtil::registerConstantString("LINES", "LINES", scopePath); gameplay::ScriptUtil::registerConstantString("LINE_STRIP", "LINE_STRIP", scopePath); gameplay::ScriptUtil::registerConstantString("POINTS", "POINTS", scopePath); } // Register enumeration Mouse::MouseEvent. { std::vector scopePath; scopePath.push_back("Mouse"); gameplay::ScriptUtil::registerConstantString("MOUSE_PRESS_LEFT_BUTTON", "MOUSE_PRESS_LEFT_BUTTON", scopePath); gameplay::ScriptUtil::registerConstantString("MOUSE_RELEASE_LEFT_BUTTON", "MOUSE_RELEASE_LEFT_BUTTON", scopePath); gameplay::ScriptUtil::registerConstantString("MOUSE_PRESS_MIDDLE_BUTTON", "MOUSE_PRESS_MIDDLE_BUTTON", scopePath); gameplay::ScriptUtil::registerConstantString("MOUSE_RELEASE_MIDDLE_BUTTON", "MOUSE_RELEASE_MIDDLE_BUTTON", scopePath); gameplay::ScriptUtil::registerConstantString("MOUSE_PRESS_RIGHT_BUTTON", "MOUSE_PRESS_RIGHT_BUTTON", scopePath); gameplay::ScriptUtil::registerConstantString("MOUSE_RELEASE_RIGHT_BUTTON", "MOUSE_RELEASE_RIGHT_BUTTON", scopePath); gameplay::ScriptUtil::registerConstantString("MOUSE_MOVE", "MOUSE_MOVE", scopePath); gameplay::ScriptUtil::registerConstantString("MOUSE_WHEEL", "MOUSE_WHEEL", scopePath); } // Register enumeration Node::Type. { std::vector scopePath; scopePath.push_back("Node"); gameplay::ScriptUtil::registerConstantString("NODE", "NODE", scopePath); gameplay::ScriptUtil::registerConstantString("JOINT", "JOINT", scopePath); } // Register enumeration ParticleEmitter::TextureBlending. { std::vector scopePath; scopePath.push_back("ParticleEmitter"); gameplay::ScriptUtil::registerConstantString("BLEND_OPAQUE", "BLEND_OPAQUE", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_TRANSPARENT", "BLEND_TRANSPARENT", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ADDITIVE", "BLEND_ADDITIVE", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_MULTIPLIED", "BLEND_MULTIPLIED", scopePath); } // Register enumeration PhysicsCollisionObject::CollisionListener::EventType. { std::vector scopePath; scopePath.push_back("PhysicsCollisionObject"); scopePath.push_back("CollisionListener"); gameplay::ScriptUtil::registerConstantString("COLLIDING", "COLLIDING", scopePath); gameplay::ScriptUtil::registerConstantString("NOT_COLLIDING", "NOT_COLLIDING", scopePath); } // Register enumeration PhysicsCollisionObject::Type. { std::vector scopePath; scopePath.push_back("PhysicsCollisionObject"); gameplay::ScriptUtil::registerConstantString("RIGID_BODY", "RIGID_BODY", scopePath); gameplay::ScriptUtil::registerConstantString("CHARACTER", "CHARACTER", scopePath); gameplay::ScriptUtil::registerConstantString("GHOST_OBJECT", "GHOST_OBJECT", scopePath); gameplay::ScriptUtil::registerConstantString("VEHICLE", "VEHICLE", scopePath); gameplay::ScriptUtil::registerConstantString("VEHICLE_WHEEL", "VEHICLE_WHEEL", scopePath); gameplay::ScriptUtil::registerConstantString("NONE", "NONE", scopePath); } // Register enumeration PhysicsCollisionShape::Type. { std::vector scopePath; scopePath.push_back("PhysicsCollisionShape"); gameplay::ScriptUtil::registerConstantString("SHAPE_NONE", "SHAPE_NONE", scopePath); gameplay::ScriptUtil::registerConstantString("SHAPE_BOX", "SHAPE_BOX", scopePath); gameplay::ScriptUtil::registerConstantString("SHAPE_SPHERE", "SHAPE_SPHERE", scopePath); gameplay::ScriptUtil::registerConstantString("SHAPE_CAPSULE", "SHAPE_CAPSULE", scopePath); gameplay::ScriptUtil::registerConstantString("SHAPE_MESH", "SHAPE_MESH", scopePath); gameplay::ScriptUtil::registerConstantString("SHAPE_HEIGHTFIELD", "SHAPE_HEIGHTFIELD", scopePath); } // Register enumeration PhysicsController::Listener::EventType. { std::vector scopePath; scopePath.push_back("PhysicsController"); scopePath.push_back("Listener"); gameplay::ScriptUtil::registerConstantString("ACTIVATED", "ACTIVATED", scopePath); gameplay::ScriptUtil::registerConstantString("DEACTIVATED", "DEACTIVATED", scopePath); } // Register enumeration Properties::Type. { std::vector scopePath; scopePath.push_back("Properties"); gameplay::ScriptUtil::registerConstantString("NONE", "NONE", scopePath); gameplay::ScriptUtil::registerConstantString("STRING", "STRING", scopePath); gameplay::ScriptUtil::registerConstantString("NUMBER", "NUMBER", scopePath); gameplay::ScriptUtil::registerConstantString("VECTOR2", "VECTOR2", scopePath); gameplay::ScriptUtil::registerConstantString("VECTOR3", "VECTOR3", scopePath); gameplay::ScriptUtil::registerConstantString("VECTOR4", "VECTOR4", scopePath); gameplay::ScriptUtil::registerConstantString("MATRIX", "MATRIX", scopePath); } // Register enumeration RenderState::AutoBinding. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerConstantString("NONE", "NONE", scopePath); gameplay::ScriptUtil::registerConstantString("WORLD_MATRIX", "WORLD_MATRIX", scopePath); gameplay::ScriptUtil::registerConstantString("VIEW_MATRIX", "VIEW_MATRIX", scopePath); gameplay::ScriptUtil::registerConstantString("PROJECTION_MATRIX", "PROJECTION_MATRIX", scopePath); gameplay::ScriptUtil::registerConstantString("WORLD_VIEW_MATRIX", "WORLD_VIEW_MATRIX", scopePath); gameplay::ScriptUtil::registerConstantString("VIEW_PROJECTION_MATRIX", "VIEW_PROJECTION_MATRIX", scopePath); gameplay::ScriptUtil::registerConstantString("WORLD_VIEW_PROJECTION_MATRIX", "WORLD_VIEW_PROJECTION_MATRIX", scopePath); gameplay::ScriptUtil::registerConstantString("INVERSE_TRANSPOSE_WORLD_MATRIX", "INVERSE_TRANSPOSE_WORLD_MATRIX", scopePath); gameplay::ScriptUtil::registerConstantString("INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX", "INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX", scopePath); gameplay::ScriptUtil::registerConstantString("CAMERA_WORLD_POSITION", "CAMERA_WORLD_POSITION", scopePath); gameplay::ScriptUtil::registerConstantString("CAMERA_VIEW_POSITION", "CAMERA_VIEW_POSITION", scopePath); gameplay::ScriptUtil::registerConstantString("MATRIX_PALETTE", "MATRIX_PALETTE", scopePath); gameplay::ScriptUtil::registerConstantString("SCENE_AMBIENT_COLOR", "SCENE_AMBIENT_COLOR", scopePath); } // Register enumeration RenderState::Blend. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerConstantString("BLEND_ZERO", "BLEND_ZERO", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ONE", "BLEND_ONE", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_SRC_COLOR", "BLEND_SRC_COLOR", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_SRC_COLOR", "BLEND_ONE_MINUS_SRC_COLOR", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_DST_COLOR", "BLEND_DST_COLOR", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_DST_COLOR", "BLEND_ONE_MINUS_DST_COLOR", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_SRC_ALPHA", "BLEND_SRC_ALPHA", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_SRC_ALPHA", "BLEND_ONE_MINUS_SRC_ALPHA", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_DST_ALPHA", "BLEND_DST_ALPHA", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_DST_ALPHA", "BLEND_ONE_MINUS_DST_ALPHA", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_CONSTANT_ALPHA", "BLEND_CONSTANT_ALPHA", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_CONSTANT_ALPHA", "BLEND_ONE_MINUS_CONSTANT_ALPHA", scopePath); gameplay::ScriptUtil::registerConstantString("BLEND_SRC_ALPHA_SATURATE", "BLEND_SRC_ALPHA_SATURATE", scopePath); } // Register enumeration RenderState::CullFaceSide. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerConstantString("CULL_FACE_SIDE_BACK", "CULL_FACE_SIDE_BACK", scopePath); gameplay::ScriptUtil::registerConstantString("CULL_FACE_SIDE_FRONT", "CULL_FACE_SIDE_FRONT", scopePath); gameplay::ScriptUtil::registerConstantString("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::registerConstantString("DEPTH_NEVER", "DEPTH_NEVER", scopePath); gameplay::ScriptUtil::registerConstantString("DEPTH_LESS", "DEPTH_LESS", scopePath); gameplay::ScriptUtil::registerConstantString("DEPTH_EQUAL", "DEPTH_EQUAL", scopePath); gameplay::ScriptUtil::registerConstantString("DEPTH_LEQUAL", "DEPTH_LEQUAL", scopePath); gameplay::ScriptUtil::registerConstantString("DEPTH_GREATER", "DEPTH_GREATER", scopePath); gameplay::ScriptUtil::registerConstantString("DEPTH_NOTEQUAL", "DEPTH_NOTEQUAL", scopePath); gameplay::ScriptUtil::registerConstantString("DEPTH_GEQUAL", "DEPTH_GEQUAL", scopePath); gameplay::ScriptUtil::registerConstantString("DEPTH_ALWAYS", "DEPTH_ALWAYS", scopePath); } // Register enumeration RenderState::FrontFace. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerConstantString("FRONT_FACE_CW", "FRONT_FACE_CW", scopePath); gameplay::ScriptUtil::registerConstantString("FRONT_FACE_CCW", "FRONT_FACE_CCW", scopePath); } // Register enumeration RenderState::StencilFunction. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerConstantString("STENCIL_NEVER", "STENCIL_NEVER", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_ALWAYS", "STENCIL_ALWAYS", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_LESS", "STENCIL_LESS", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_LEQUAL", "STENCIL_LEQUAL", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_EQUAL", "STENCIL_EQUAL", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_GREATER", "STENCIL_GREATER", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_GEQUAL", "STENCIL_GEQUAL", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_NOTEQUAL", "STENCIL_NOTEQUAL", scopePath); } // Register enumeration RenderState::StencilOperation. { std::vector scopePath; scopePath.push_back("RenderState"); gameplay::ScriptUtil::registerConstantString("STENCIL_OP_KEEP", "STENCIL_OP_KEEP", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_OP_ZERO", "STENCIL_OP_ZERO", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_OP_REPLACE", "STENCIL_OP_REPLACE", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_OP_INCR", "STENCIL_OP_INCR", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_OP_DECR", "STENCIL_OP_DECR", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_OP_INVERT", "STENCIL_OP_INVERT", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_OP_INCR_WRAP", "STENCIL_OP_INCR_WRAP", scopePath); gameplay::ScriptUtil::registerConstantString("STENCIL_OP_DECR_WRAP", "STENCIL_OP_DECR_WRAP", scopePath); } // Register enumeration Terrain::Flags. { std::vector scopePath; scopePath.push_back("Terrain"); gameplay::ScriptUtil::registerConstantString("DEBUG_PATCHES", "DEBUG_PATCHES", scopePath); gameplay::ScriptUtil::registerConstantString("FRUSTUM_CULLING", "FRUSTUM_CULLING", scopePath); gameplay::ScriptUtil::registerConstantString("LEVEL_OF_DETAIL", "LEVEL_OF_DETAIL", scopePath); } // Register enumeration TextBox::InputMode. { std::vector scopePath; scopePath.push_back("TextBox"); gameplay::ScriptUtil::registerConstantString("TEXT", "TEXT", scopePath); gameplay::ScriptUtil::registerConstantString("PASSWORD", "PASSWORD", scopePath); } // Register enumeration Texture::Filter. { std::vector scopePath; scopePath.push_back("Texture"); gameplay::ScriptUtil::registerConstantString("NEAREST", "NEAREST", scopePath); gameplay::ScriptUtil::registerConstantString("LINEAR", "LINEAR", scopePath); gameplay::ScriptUtil::registerConstantString("NEAREST_MIPMAP_NEAREST", "NEAREST_MIPMAP_NEAREST", scopePath); gameplay::ScriptUtil::registerConstantString("LINEAR_MIPMAP_NEAREST", "LINEAR_MIPMAP_NEAREST", scopePath); gameplay::ScriptUtil::registerConstantString("NEAREST_MIPMAP_LINEAR", "NEAREST_MIPMAP_LINEAR", scopePath); gameplay::ScriptUtil::registerConstantString("LINEAR_MIPMAP_LINEAR", "LINEAR_MIPMAP_LINEAR", scopePath); } // Register enumeration Texture::Format. { std::vector scopePath; scopePath.push_back("Texture"); gameplay::ScriptUtil::registerConstantString("UNKNOWN", "UNKNOWN", scopePath); gameplay::ScriptUtil::registerConstantString("RGB", "RGB", scopePath); gameplay::ScriptUtil::registerConstantString("RGBA", "RGBA", scopePath); gameplay::ScriptUtil::registerConstantString("ALPHA", "ALPHA", scopePath); } // Register enumeration Texture::Wrap. { std::vector scopePath; scopePath.push_back("Texture"); gameplay::ScriptUtil::registerConstantString("REPEAT", "REPEAT", scopePath); gameplay::ScriptUtil::registerConstantString("CLAMP", "CLAMP", scopePath); } // Register enumeration Touch::TouchEvent. { std::vector scopePath; scopePath.push_back("Touch"); gameplay::ScriptUtil::registerConstantString("TOUCH_PRESS", "TOUCH_PRESS", scopePath); gameplay::ScriptUtil::registerConstantString("TOUCH_RELEASE", "TOUCH_RELEASE", scopePath); gameplay::ScriptUtil::registerConstantString("TOUCH_MOVE", "TOUCH_MOVE", scopePath); } // Register enumeration VertexFormat::Usage. { std::vector scopePath; scopePath.push_back("VertexFormat"); gameplay::ScriptUtil::registerConstantString("POSITION", "POSITION", scopePath); gameplay::ScriptUtil::registerConstantString("NORMAL", "NORMAL", scopePath); gameplay::ScriptUtil::registerConstantString("COLOR", "COLOR", scopePath); gameplay::ScriptUtil::registerConstantString("TANGENT", "TANGENT", scopePath); gameplay::ScriptUtil::registerConstantString("BINORMAL", "BINORMAL", scopePath); gameplay::ScriptUtil::registerConstantString("BLENDWEIGHTS", "BLENDWEIGHTS", scopePath); gameplay::ScriptUtil::registerConstantString("BLENDINDICES", "BLENDINDICES", scopePath); gameplay::ScriptUtil::registerConstantString("TEXCOORD0", "TEXCOORD0", scopePath); gameplay::ScriptUtil::registerConstantString("TEXCOORD1", "TEXCOORD1", scopePath); gameplay::ScriptUtil::registerConstantString("TEXCOORD2", "TEXCOORD2", scopePath); gameplay::ScriptUtil::registerConstantString("TEXCOORD3", "TEXCOORD3", scopePath); gameplay::ScriptUtil::registerConstantString("TEXCOORD4", "TEXCOORD4", scopePath); gameplay::ScriptUtil::registerConstantString("TEXCOORD5", "TEXCOORD5", scopePath); gameplay::ScriptUtil::registerConstantString("TEXCOORD6", "TEXCOORD6", scopePath); gameplay::ScriptUtil::registerConstantString("TEXCOORD7", "TEXCOORD7", scopePath); } } 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::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::TextureBlending") return lua_stringFromEnum_ParticleEmitterTextureBlending((ParticleEmitter::TextureBlending)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::Filter") return lua_stringFromEnum_TextureFilter((Texture::Filter)value); if (enumname == "Texture::Format") return lua_stringFromEnum_TextureFormat((Texture::Format)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; } }