#include "Base.h" #include "ScriptController.h" #include "lua_Texture.h" #include "Base.h" #include "FileSystem.h" #include "Game.h" #include "Image.h" #include "Ref.h" #include "Texture.h" #include "lua_TextureFilter.h" #include "lua_TextureFormat.h" #include "lua_TextureType.h" #include "lua_TextureWrap.h" namespace gameplay { void luaRegister_Texture() { const luaL_Reg lua_members[] = { {"addRef", lua_Texture_addRef}, {"generateMipmaps", lua_Texture_generateMipmaps}, {"getFormat", lua_Texture_getFormat}, {"getHandle", lua_Texture_getHandle}, {"getHeight", lua_Texture_getHeight}, {"getPath", lua_Texture_getPath}, {"getRefCount", lua_Texture_getRefCount}, {"getType", lua_Texture_getType}, {"getWidth", lua_Texture_getWidth}, {"isCompressed", lua_Texture_isCompressed}, {"isMipmapped", lua_Texture_isMipmapped}, {"release", lua_Texture_release}, {"setData", lua_Texture_setData}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"create", lua_Texture_static_create}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("Texture", lua_members, NULL, lua_Texture__gc, lua_statics, scopePath); } static Texture* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "Texture"); luaL_argcheck(state, userdata != NULL, 1, "'Texture' expected."); return (Texture*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_Texture__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, "Texture"); luaL_argcheck(state, userdata != NULL, 1, "'Texture' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { Texture* instance = (Texture*)object->instance; SAFE_RELEASE(instance); } return 0; } lua_pushstring(state, "lua_Texture__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_Texture_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)) { Texture* instance = getInstance(state); instance->addRef(); return 0; } lua_pushstring(state, "lua_Texture_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_Texture_generateMipmaps(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)) { Texture* instance = getInstance(state); instance->generateMipmaps(); return 0; } lua_pushstring(state, "lua_Texture_generateMipmaps - 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_Texture_getFormat(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)) { Texture* instance = getInstance(state); Texture::Format result = instance->getFormat(); // Push the return value onto the stack. lua_pushstring(state, lua_stringFromEnum_TextureFormat(result)); return 1; } lua_pushstring(state, "lua_Texture_getFormat - 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_Texture_getHandle(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)) { Texture* instance = getInstance(state); void* returnPtr = (void*)new GLuint(instance->getHandle()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "GLuint"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Texture_getHandle - 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_Texture_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)) { Texture* 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_Texture_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_Texture_getPath(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)) { Texture* instance = getInstance(state); const char* result = instance->getPath(); // Push the return value onto the stack. lua_pushstring(state, result); return 1; } lua_pushstring(state, "lua_Texture_getPath - 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_Texture_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)) { Texture* 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_Texture_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_Texture_getType(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)) { Texture* instance = getInstance(state); Texture::Type result = instance->getType(); // Push the return value onto the stack. lua_pushstring(state, lua_stringFromEnum_TextureType(result)); return 1; } lua_pushstring(state, "lua_Texture_getType - 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_Texture_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)) { Texture* 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_Texture_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_Texture_isCompressed(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)) { Texture* instance = getInstance(state); bool result = instance->isCompressed(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Texture_isCompressed - 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_Texture_isMipmapped(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)) { Texture* instance = getInstance(state); bool result = instance->isMipmapped(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Texture_isMipmapped - 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_Texture_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)) { Texture* instance = getInstance(state); instance->release(); return 0; } lua_pushstring(state, "lua_Texture_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; } int lua_Texture_setData(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_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA)) { // Get parameter 1 off the stack. gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getUnsignedCharPointer(2); Texture* instance = getInstance(state); instance->setData(param1); return 0; } lua_pushstring(state, "lua_Texture_setData - 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_Texture_static_create(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); void* returnPtr = (void*)Texture::create(param1); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Image", false, ¶m1Valid); if (!param1Valid) break; void* returnPtr = (void*)Texture::create(param1); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 2: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); // Get parameter 2 off the stack. bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 2); void* returnPtr = (void*)Texture::create(param1, param2); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Image", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 2); void* returnPtr = (void*)Texture::create(param1, param2); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "GLuint", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. int param2 = (int)luaL_checkint(state, 2); // Get parameter 3 off the stack. int param3 = (int)luaL_checkint(state, 3); void* returnPtr = (void*)Texture::create(*param1, param2, param3); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 4: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA)) { // Get parameter 1 off the stack. Texture::Format param1 = (Texture::Format)lua_enumFromString_TextureFormat(luaL_checkstring(state, 1)); // Get parameter 2 off the stack. unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2); // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); // Get parameter 4 off the stack. gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getUnsignedCharPointer(4); void* returnPtr = (void*)Texture::create(param1, param2, param3, param4); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && (lua_type(state, 4) == LUA_TSTRING || lua_type(state, 4) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "GLuint", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. int param2 = (int)luaL_checkint(state, 2); // Get parameter 3 off the stack. int param3 = (int)luaL_checkint(state, 3); // Get parameter 4 off the stack. Texture::Format param4 = (Texture::Format)lua_enumFromString_TextureFormat(luaL_checkstring(state, 4)); void* returnPtr = (void*)Texture::create(*param1, param2, param3, param4); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 5: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) && lua_type(state, 5) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. Texture::Format param1 = (Texture::Format)lua_enumFromString_TextureFormat(luaL_checkstring(state, 1)); // Get parameter 2 off the stack. unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2); // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); // Get parameter 4 off the stack. gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getUnsignedCharPointer(4); // Get parameter 5 off the stack. bool param5 = gameplay::ScriptUtil::luaCheckBool(state, 5); void* returnPtr = (void*)Texture::create(param1, param2, param3, param4, param5); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 6: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) && lua_type(state, 5) == LUA_TBOOLEAN && (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL)) { // Get parameter 1 off the stack. Texture::Format param1 = (Texture::Format)lua_enumFromString_TextureFormat(luaL_checkstring(state, 1)); // Get parameter 2 off the stack. unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 2); // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); // Get parameter 4 off the stack. gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getUnsignedCharPointer(4); // Get parameter 5 off the stack. bool param5 = gameplay::ScriptUtil::luaCheckBool(state, 5); // Get parameter 6 off the stack. Texture::Type param6 = (Texture::Type)lua_enumFromString_TextureType(luaL_checkstring(state, 6)); void* returnPtr = (void*)Texture::create(param1, param2, param3, param4, param5, param6); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Texture"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Texture_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1, 2, 3, 4, 5 or 6)."); lua_error(state); break; } } return 0; } }