#include "Base.h" #include "ScriptController.h" #include "lua_SpriteBatch.h" #include "Base.h" #include "Game.h" #include "Material.h" #include "SpriteBatch.h" namespace gameplay { void luaRegister_SpriteBatch() { const luaL_Reg lua_members[] = { {"draw", lua_SpriteBatch_draw}, {"finish", lua_SpriteBatch_finish}, {"getMaterial", lua_SpriteBatch_getMaterial}, {"getProjectionMatrix", lua_SpriteBatch_getProjectionMatrix}, {"getSampler", lua_SpriteBatch_getSampler}, {"getStateBlock", lua_SpriteBatch_getStateBlock}, {"isStarted", lua_SpriteBatch_isStarted}, {"setProjectionMatrix", lua_SpriteBatch_setProjectionMatrix}, {"start", lua_SpriteBatch_start}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"create", lua_SpriteBatch_static_create}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("SpriteBatch", lua_members, NULL, lua_SpriteBatch__gc, lua_statics, scopePath); } static SpriteBatch* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "SpriteBatch"); luaL_argcheck(state, userdata != NULL, 1, "'SpriteBatch' expected."); return (SpriteBatch*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_SpriteBatch__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, "SpriteBatch"); luaL_argcheck(state, userdata != NULL, 1, "'SpriteBatch' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { SpriteBatch* instance = (SpriteBatch*)object->instance; SAFE_DELETE(instance); } return 0; } lua_pushstring(state, "lua_SpriteBatch__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_SpriteBatch_draw(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Rectangle", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Rectangle", true, ¶m2Valid); if (!param2Valid) break; SpriteBatch* instance = getInstance(state); instance->draw(*param1, *param2); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 4: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Rectangle", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Rectangle", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "Vector4", true, ¶m3Valid); if (!param3Valid) break; SpriteBatch* instance = getInstance(state); instance->draw(*param1, *param2, *param3); return 0; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Rectangle", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "Vector2", true, ¶m3Valid); if (!param3Valid) break; SpriteBatch* instance = getInstance(state); instance->draw(*param1, *param2, *param3); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 5: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) && (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Rectangle", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "Vector2", true, ¶m3Valid); if (!param3Valid) break; // Get parameter 4 off the stack. bool param4Valid; gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getObjectPointer(5, "Vector4", true, ¶m4Valid); if (!param4Valid) break; SpriteBatch* instance = getInstance(state); instance->draw(*param1, *param2, *param3, *param4); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 7: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) && (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL) && (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TNIL) && lua_type(state, 7) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Rectangle", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "Vector2", true, ¶m3Valid); if (!param3Valid) break; // Get parameter 4 off the stack. bool param4Valid; gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getObjectPointer(5, "Vector4", true, ¶m4Valid); if (!param4Valid) break; // Get parameter 5 off the stack. bool param5Valid; gameplay::ScriptUtil::LuaArray param5 = gameplay::ScriptUtil::getObjectPointer(6, "Vector2", true, ¶m5Valid); if (!param5Valid) break; // Get parameter 6 off the stack. float param6 = (float)luaL_checknumber(state, 7); SpriteBatch* instance = getInstance(state); instance->draw(*param1, *param2, *param3, *param4, *param5, param6); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 10: { do { 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 && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER && lua_type(state, 8) == LUA_TNUMBER && lua_type(state, 9) == LUA_TNUMBER && (lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL)) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. float param8 = (float)luaL_checknumber(state, 9); // Get parameter 9 off the stack. bool param9Valid; gameplay::ScriptUtil::LuaArray param9 = gameplay::ScriptUtil::getObjectPointer(10, "Vector4", true, ¶m9Valid); if (!param9Valid) break; SpriteBatch* instance = getInstance(state); instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, *param9); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 11: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || 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 && (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TNIL) && (lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) && lua_type(state, 11) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // 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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. bool param8Valid; gameplay::ScriptUtil::LuaArray param8 = gameplay::ScriptUtil::getObjectPointer(9, "Vector4", true, ¶m8Valid); if (!param8Valid) break; // Get parameter 9 off the stack. bool param9Valid; gameplay::ScriptUtil::LuaArray param9 = gameplay::ScriptUtil::getObjectPointer(10, "Vector2", true, ¶m9Valid); if (!param9Valid) break; // Get parameter 10 off the stack. float param10 = (float)luaL_checknumber(state, 11); SpriteBatch* instance = getInstance(state); instance->draw(*param1, param2, param3, param4, param5, param6, param7, *param8, *param9, param10); return 0; } } while (0); do { 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 && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER && lua_type(state, 8) == LUA_TNUMBER && lua_type(state, 9) == LUA_TNUMBER && (lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) && (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL)) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. float param8 = (float)luaL_checknumber(state, 9); // Get parameter 9 off the stack. bool param9Valid; gameplay::ScriptUtil::LuaArray param9 = gameplay::ScriptUtil::getObjectPointer(10, "Vector4", true, ¶m9Valid); if (!param9Valid) break; // Get parameter 10 off the stack. bool param10Valid; gameplay::ScriptUtil::LuaArray param10 = gameplay::ScriptUtil::getObjectPointer(11, "Rectangle", true, ¶m10Valid); if (!param10Valid) break; SpriteBatch* instance = getInstance(state); instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, *param9, *param10); return 0; } } while (0); do { 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 && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER && lua_type(state, 8) == LUA_TNUMBER && lua_type(state, 9) == LUA_TNUMBER && lua_type(state, 10) == LUA_TNUMBER && (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL)) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. float param8 = (float)luaL_checknumber(state, 9); // Get parameter 9 off the stack. float param9 = (float)luaL_checknumber(state, 10); // Get parameter 10 off the stack. bool param10Valid; gameplay::ScriptUtil::LuaArray param10 = gameplay::ScriptUtil::getObjectPointer(11, "Vector4", true, ¶m10Valid); if (!param10Valid) break; SpriteBatch* instance = getInstance(state); instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 12: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || 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 && (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TNIL) && (lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) && lua_type(state, 11) == LUA_TNUMBER && lua_type(state, 12) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // 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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. bool param8Valid; gameplay::ScriptUtil::LuaArray param8 = gameplay::ScriptUtil::getObjectPointer(9, "Vector4", true, ¶m8Valid); if (!param8Valid) break; // Get parameter 9 off the stack. bool param9Valid; gameplay::ScriptUtil::LuaArray param9 = gameplay::ScriptUtil::getObjectPointer(10, "Vector2", true, ¶m9Valid); if (!param9Valid) break; // Get parameter 10 off the stack. float param10 = (float)luaL_checknumber(state, 11); // Get parameter 11 off the stack. bool param11 = gameplay::ScriptUtil::luaCheckBool(state, 12); SpriteBatch* instance = getInstance(state); instance->draw(*param1, param2, param3, param4, param5, param6, param7, *param8, *param9, param10, param11); return 0; } } while (0); do { 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 && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER && lua_type(state, 8) == LUA_TNUMBER && lua_type(state, 9) == LUA_TNUMBER && lua_type(state, 10) == LUA_TNUMBER && (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) && (lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL)) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. float param8 = (float)luaL_checknumber(state, 9); // Get parameter 9 off the stack. float param9 = (float)luaL_checknumber(state, 10); // Get parameter 10 off the stack. bool param10Valid; gameplay::ScriptUtil::LuaArray param10 = gameplay::ScriptUtil::getObjectPointer(11, "Vector4", true, ¶m10Valid); if (!param10Valid) break; // Get parameter 11 off the stack. bool param11Valid; gameplay::ScriptUtil::LuaArray param11 = gameplay::ScriptUtil::getObjectPointer(12, "Rectangle", true, ¶m11Valid); if (!param11Valid) break; SpriteBatch* instance = getInstance(state); instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, *param11); return 0; } } while (0); do { 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 && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER && lua_type(state, 8) == LUA_TNUMBER && lua_type(state, 9) == LUA_TNUMBER && lua_type(state, 10) == LUA_TNUMBER && (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) && lua_type(state, 12) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. float param8 = (float)luaL_checknumber(state, 9); // Get parameter 9 off the stack. float param9 = (float)luaL_checknumber(state, 10); // Get parameter 10 off the stack. bool param10Valid; gameplay::ScriptUtil::LuaArray param10 = gameplay::ScriptUtil::getObjectPointer(11, "Vector4", true, ¶m10Valid); if (!param10Valid) break; // Get parameter 11 off the stack. bool param11 = gameplay::ScriptUtil::luaCheckBool(state, 12); SpriteBatch* instance = getInstance(state); instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, param11); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 13: { do { 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 && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER && lua_type(state, 8) == LUA_TNUMBER && lua_type(state, 9) == LUA_TNUMBER && lua_type(state, 10) == LUA_TNUMBER && (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) && (lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) && lua_type(state, 13) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. float param8 = (float)luaL_checknumber(state, 9); // Get parameter 9 off the stack. float param9 = (float)luaL_checknumber(state, 10); // Get parameter 10 off the stack. bool param10Valid; gameplay::ScriptUtil::LuaArray param10 = gameplay::ScriptUtil::getObjectPointer(11, "Vector4", true, ¶m10Valid); if (!param10Valid) break; // Get parameter 11 off the stack. bool param11Valid; gameplay::ScriptUtil::LuaArray param11 = gameplay::ScriptUtil::getObjectPointer(12, "Vector2", true, ¶m11Valid); if (!param11Valid) break; // Get parameter 12 off the stack. float param12 = (float)luaL_checknumber(state, 13); SpriteBatch* instance = getInstance(state); instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12); return 0; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER && lua_type(state, 8) == LUA_TNUMBER && lua_type(state, 9) == LUA_TNUMBER && lua_type(state, 10) == LUA_TNUMBER && (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) && (lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) && lua_type(state, 13) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Vector3", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "Vector3", true, ¶m3Valid); if (!param3Valid) break; // 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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. float param8 = (float)luaL_checknumber(state, 9); // Get parameter 9 off the stack. float param9 = (float)luaL_checknumber(state, 10); // Get parameter 10 off the stack. bool param10Valid; gameplay::ScriptUtil::LuaArray param10 = gameplay::ScriptUtil::getObjectPointer(11, "Vector4", true, ¶m10Valid); if (!param10Valid) break; // Get parameter 11 off the stack. bool param11Valid; gameplay::ScriptUtil::LuaArray param11 = gameplay::ScriptUtil::getObjectPointer(12, "Vector2", true, ¶m11Valid); if (!param11Valid) break; // Get parameter 12 off the stack. float param12 = (float)luaL_checknumber(state, 13); SpriteBatch* instance = getInstance(state); instance->draw(*param1, *param2, *param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 14: { do { 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 && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER && lua_type(state, 8) == LUA_TNUMBER && lua_type(state, 9) == LUA_TNUMBER && lua_type(state, 10) == LUA_TNUMBER && (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) && (lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) && lua_type(state, 13) == LUA_TNUMBER && lua_type(state, 14) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(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. float param7 = (float)luaL_checknumber(state, 8); // Get parameter 8 off the stack. float param8 = (float)luaL_checknumber(state, 9); // Get parameter 9 off the stack. float param9 = (float)luaL_checknumber(state, 10); // Get parameter 10 off the stack. bool param10Valid; gameplay::ScriptUtil::LuaArray param10 = gameplay::ScriptUtil::getObjectPointer(11, "Vector4", true, ¶m10Valid); if (!param10Valid) break; // Get parameter 11 off the stack. bool param11Valid; gameplay::ScriptUtil::LuaArray param11 = gameplay::ScriptUtil::getObjectPointer(12, "Vector2", true, ¶m11Valid); if (!param11Valid) break; // Get parameter 12 off the stack. float param12 = (float)luaL_checknumber(state, 13); // Get parameter 13 off the stack. bool param13 = gameplay::ScriptUtil::luaCheckBool(state, 14); SpriteBatch* instance = getInstance(state); instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12, param13); return 0; } } while (0); lua_pushstring(state, "lua_SpriteBatch_draw - 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, 4, 5, 7, 10, 11, 12, 13 or 14)."); lua_error(state); break; } } return 0; } int lua_SpriteBatch_finish(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)) { SpriteBatch* instance = getInstance(state); instance->finish(); return 0; } lua_pushstring(state, "lua_SpriteBatch_finish - 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_SpriteBatch_getMaterial(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)) { SpriteBatch* instance = getInstance(state); void* returnPtr = (void*)instance->getMaterial(); 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, "Material"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_SpriteBatch_getMaterial - 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_SpriteBatch_getProjectionMatrix(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)) { SpriteBatch* instance = getInstance(state); void* returnPtr = (void*)&(instance->getProjectionMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_SpriteBatch_getProjectionMatrix - 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_SpriteBatch_getSampler(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)) { SpriteBatch* instance = getInstance(state); void* returnPtr = (void*)instance->getSampler(); 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, "TextureSampler"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_SpriteBatch_getSampler - 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_SpriteBatch_getStateBlock(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)) { SpriteBatch* instance = getInstance(state); void* returnPtr = (void*)instance->getStateBlock(); 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, "RenderStateStateBlock"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_SpriteBatch_getStateBlock - 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_SpriteBatch_isStarted(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)) { SpriteBatch* instance = getInstance(state); bool result = instance->isStarted(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_SpriteBatch_isStarted - 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_SpriteBatch_setProjectionMatrix(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, "Matrix", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'."); lua_error(state); } SpriteBatch* instance = getInstance(state); instance->setProjectionMatrix(*param1); return 0; } lua_pushstring(state, "lua_SpriteBatch_setProjectionMatrix - 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_SpriteBatch_start(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)) { SpriteBatch* instance = getInstance(state); instance->start(); return 0; } lua_pushstring(state, "lua_SpriteBatch_start - 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_SpriteBatch_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*)SpriteBatch::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, "SpriteBatch"); 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, "Texture", false, ¶m1Valid); if (!param1Valid) break; void* returnPtr = (void*)SpriteBatch::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, "SpriteBatch"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_SpriteBatch_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_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Effect", false, ¶m2Valid); if (!param2Valid) break; void* returnPtr = (void*)SpriteBatch::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, "SpriteBatch"); 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_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Texture", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Effect", false, ¶m2Valid); if (!param2Valid) break; void* returnPtr = (void*)SpriteBatch::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, "SpriteBatch"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_SpriteBatch_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_TSTRING || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Effect", false, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); void* returnPtr = (void*)SpriteBatch::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, "SpriteBatch"); 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_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Texture", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Effect", false, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); void* returnPtr = (void*)SpriteBatch::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, "SpriteBatch"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_SpriteBatch_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 or 3)."); lua_error(state); break; } } return 0; } }