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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_VisibleSetDefault.h"
- #include "Base.h"
- #include "VisibleSetDefault.h"
- namespace gameplay
- {
- void luaRegister_VisibleSetDefault()
- {
- const luaL_Reg lua_members[] =
- {
- {"getNext", lua_VisibleSetDefault_getNext},
- {"getScene", lua_VisibleSetDefault_getScene},
- {"reset", lua_VisibleSetDefault_reset},
- {"setScene", lua_VisibleSetDefault_setScene},
- {NULL, NULL}
- };
- const luaL_Reg lua_statics[] =
- {
- {"create", lua_VisibleSetDefault_static_create},
- {NULL, NULL}
- };
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("VisibleSetDefault", lua_members, NULL, NULL, lua_statics, scopePath);
- }
- static VisibleSetDefault* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "VisibleSetDefault");
- luaL_argcheck(state, userdata != NULL, 1, "'VisibleSetDefault' expected.");
- return (VisibleSetDefault*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_VisibleSetDefault_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))
- {
- VisibleSetDefault* 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_VisibleSetDefault_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_VisibleSetDefault_getScene(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))
- {
- VisibleSetDefault* instance = getInstance(state);
- void* returnPtr = (void*)instance->getScene();
- 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, "Scene");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_VisibleSetDefault_getScene - 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_VisibleSetDefault_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))
- {
- VisibleSetDefault* instance = getInstance(state);
- instance->reset();
-
- return 0;
- }
- lua_pushstring(state, "lua_VisibleSetDefault_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;
- }
- int lua_VisibleSetDefault_setScene(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_TTABLE || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Scene> param1 = gameplay::ScriptUtil::getObjectPointer<Scene>(2, "Scene", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Scene'.");
- lua_error(state);
- }
- VisibleSetDefault* instance = getInstance(state);
- instance->setScene(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_VisibleSetDefault_setScene - 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_VisibleSetDefault_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:
- {
- 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<Scene> param1 = gameplay::ScriptUtil::getObjectPointer<Scene>(1, "Scene", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Scene'.");
- lua_error(state);
- }
- void* returnPtr = (void*)VisibleSetDefault::create(param1);
- 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, "VisibleSetDefault");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_VisibleSetDefault_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).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- }
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