#include "Base.h" #include "lua_RenderStateDepthFunction.h" namespace gameplay { static const char* enumStringEmpty = ""; static const char* luaEnumString_RenderStateDepthFunction_DEPTH_NEVER = "DEPTH_NEVER"; static const char* luaEnumString_RenderStateDepthFunction_DEPTH_LESS = "DEPTH_LESS"; static const char* luaEnumString_RenderStateDepthFunction_DEPTH_EQUAL = "DEPTH_EQUAL"; static const char* luaEnumString_RenderStateDepthFunction_DEPTH_LEQUAL = "DEPTH_LEQUAL"; static const char* luaEnumString_RenderStateDepthFunction_DEPTH_GREATER = "DEPTH_GREATER"; static const char* luaEnumString_RenderStateDepthFunction_DEPTH_NOTEQUAL = "DEPTH_NOTEQUAL"; static const char* luaEnumString_RenderStateDepthFunction_DEPTH_GEQUAL = "DEPTH_GEQUAL"; static const char* luaEnumString_RenderStateDepthFunction_DEPTH_ALWAYS = "DEPTH_ALWAYS"; RenderState::DepthFunction lua_enumFromString_RenderStateDepthFunction(const char* s) { if (strcmp(s, luaEnumString_RenderStateDepthFunction_DEPTH_NEVER) == 0) return RenderState::DEPTH_NEVER; if (strcmp(s, luaEnumString_RenderStateDepthFunction_DEPTH_LESS) == 0) return RenderState::DEPTH_LESS; if (strcmp(s, luaEnumString_RenderStateDepthFunction_DEPTH_EQUAL) == 0) return RenderState::DEPTH_EQUAL; if (strcmp(s, luaEnumString_RenderStateDepthFunction_DEPTH_LEQUAL) == 0) return RenderState::DEPTH_LEQUAL; if (strcmp(s, luaEnumString_RenderStateDepthFunction_DEPTH_GREATER) == 0) return RenderState::DEPTH_GREATER; if (strcmp(s, luaEnumString_RenderStateDepthFunction_DEPTH_NOTEQUAL) == 0) return RenderState::DEPTH_NOTEQUAL; if (strcmp(s, luaEnumString_RenderStateDepthFunction_DEPTH_GEQUAL) == 0) return RenderState::DEPTH_GEQUAL; if (strcmp(s, luaEnumString_RenderStateDepthFunction_DEPTH_ALWAYS) == 0) return RenderState::DEPTH_ALWAYS; return RenderState::DEPTH_NEVER; } const char* lua_stringFromEnum_RenderStateDepthFunction(RenderState::DepthFunction e) { if (e == RenderState::DEPTH_NEVER) return luaEnumString_RenderStateDepthFunction_DEPTH_NEVER; if (e == RenderState::DEPTH_LESS) return luaEnumString_RenderStateDepthFunction_DEPTH_LESS; if (e == RenderState::DEPTH_EQUAL) return luaEnumString_RenderStateDepthFunction_DEPTH_EQUAL; if (e == RenderState::DEPTH_LEQUAL) return luaEnumString_RenderStateDepthFunction_DEPTH_LEQUAL; if (e == RenderState::DEPTH_GREATER) return luaEnumString_RenderStateDepthFunction_DEPTH_GREATER; if (e == RenderState::DEPTH_NOTEQUAL) return luaEnumString_RenderStateDepthFunction_DEPTH_NOTEQUAL; if (e == RenderState::DEPTH_GEQUAL) return luaEnumString_RenderStateDepthFunction_DEPTH_GEQUAL; if (e == RenderState::DEPTH_ALWAYS) return luaEnumString_RenderStateDepthFunction_DEPTH_ALWAYS; return enumStringEmpty; } }