#include "Base.h" #include "ScriptController.h" #include "lua_VisibleSet.h" #include "VisibleSet.h" namespace gameplay { void luaRegister_VisibleSet() { const luaL_Reg lua_members[] = { {"getActiveCamera", lua_VisibleSet_getActiveCamera}, {"getNext", lua_VisibleSet_getNext}, {"reset", lua_VisibleSet_reset}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; gameplay::ScriptUtil::registerClass("VisibleSet", lua_members, NULL, lua_VisibleSet__gc, lua_statics, scopePath); } static VisibleSet* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "VisibleSet"); luaL_argcheck(state, userdata != NULL, 1, "'VisibleSet' expected."); return (VisibleSet*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_VisibleSet__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, "VisibleSet"); luaL_argcheck(state, userdata != NULL, 1, "'VisibleSet' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { VisibleSet* instance = (VisibleSet*)object->instance; SAFE_DELETE(instance); } return 0; } lua_pushstring(state, "lua_VisibleSet__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_VisibleSet_getActiveCamera(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)) { VisibleSet* instance = getInstance(state); void* returnPtr = (void*)instance->getActiveCamera(); 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, "Camera"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_VisibleSet_getActiveCamera - 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_VisibleSet_getNext(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)) { VisibleSet* instance = getInstance(state); void* returnPtr = (void*)instance->getNext(); 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, "Node"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_VisibleSet_getNext - 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_VisibleSet_reset(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)) { VisibleSet* instance = getInstance(state); instance->reset(); return 0; } lua_pushstring(state, "lua_VisibleSet_reset - 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; } }