#include "Base.h" #include "ScriptController.h" #include "lua_Touch.h" #include "Touch.h" namespace gameplay { void luaRegister_Touch() { const luaL_Reg lua_members[] = { {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"MAX_TOUCH_POINTS", lua_Touch_static_MAX_TOUCH_POINTS}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("Touch", lua_members, NULL, lua_Touch__gc, lua_statics, scopePath); } static Touch* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "Touch"); luaL_argcheck(state, userdata != NULL, 1, "'Touch' expected."); return (Touch*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_Touch__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, "Touch"); luaL_argcheck(state, userdata != NULL, 1, "'Touch' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { Touch* instance = (Touch*)object->instance; SAFE_DELETE(instance); } return 0; } lua_pushstring(state, "lua_Touch__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_Touch_static_MAX_TOUCH_POINTS(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 0) { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); } unsigned int result = Touch::MAX_TOUCH_POINTS; // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } }