lua_Global.cpp 74 KB

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  1. // Autogenerated by gameplay-luagen
  2. #include "ScriptController.h"
  3. #include "lua_Global.h"
  4. #include "AIMessage.h"
  5. #include "AnimationClip.h"
  6. #include "AudioSource.h"
  7. #include "Camera.h"
  8. #include "Container.h"
  9. #include "Control.h"
  10. #include "Curve.h"
  11. #include "DepthStencilTarget.h"
  12. #include "Font.h"
  13. #include "Game.h"
  14. #include "Gamepad.h"
  15. #include "Gesture.h"
  16. #include "Image.h"
  17. #include "Keyboard.h"
  18. #include "Layout.h"
  19. #include "Light.h"
  20. #include "Logger.h"
  21. #include "Mesh.h"
  22. #include "Mouse.h"
  23. #include "Node.h"
  24. #include "ParticleEmitter.h"
  25. #include "PhysicsCollisionObject.h"
  26. #include "PhysicsCollisionShape.h"
  27. #include "PhysicsController.h"
  28. #include "Properties.h"
  29. #include "RenderState.h"
  30. #include "Script.h"
  31. #include "Terrain.h"
  32. #include "TextBox.h"
  33. #include "Texture.h"
  34. #include "Touch.h"
  35. #include "VertexFormat.h"
  36. namespace gameplay
  37. {
  38. void luaRegister_lua_Global()
  39. {
  40. gameplay::ScriptUtil::registerFunction("strcmpnocase", lua__strcmpnocase);
  41. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Button");
  42. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "CheckBox");
  43. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Container");
  44. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Control");
  45. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Form");
  46. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "ImageControl");
  47. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Joint");
  48. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "JoystickControl");
  49. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Label");
  50. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "MaterialParameter");
  51. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Node");
  52. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "RadioButton");
  53. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Slider");
  54. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "TextBox");
  55. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Transform");
  56. gameplay::ScriptUtil::setGlobalHierarchyPair("Button", "CheckBox");
  57. gameplay::ScriptUtil::setGlobalHierarchyPair("Button", "RadioButton");
  58. gameplay::ScriptUtil::setGlobalHierarchyPair("Camera::Listener", "AudioListener");
  59. gameplay::ScriptUtil::setGlobalHierarchyPair("Camera::Listener", "TerrainPatch");
  60. gameplay::ScriptUtil::setGlobalHierarchyPair("Container", "Form");
  61. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Button");
  62. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "CheckBox");
  63. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Container");
  64. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Form");
  65. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "ImageControl");
  66. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "JoystickControl");
  67. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Label");
  68. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "RadioButton");
  69. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Slider");
  70. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "TextBox");
  71. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "Button");
  72. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "CheckBox");
  73. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "RadioButton");
  74. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "Slider");
  75. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "TextBox");
  76. gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "AbsoluteLayout");
  77. gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "FlowLayout");
  78. gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "VerticalLayout");
  79. gameplay::ScriptUtil::setGlobalHierarchyPair("Node", "Joint");
  80. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsCharacter");
  81. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsGhostObject");
  82. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsRigidBody");
  83. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsVehicle");
  84. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsVehicleWheel");
  85. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsFixedConstraint");
  86. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsGenericConstraint");
  87. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsHingeConstraint");
  88. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsSocketConstraint");
  89. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsSpringConstraint");
  90. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGenericConstraint", "PhysicsFixedConstraint");
  91. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGenericConstraint", "PhysicsSpringConstraint");
  92. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGhostObject", "PhysicsCharacter");
  93. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AIAgent");
  94. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AIState");
  95. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AbsoluteLayout");
  96. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Animation");
  97. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AnimationClip");
  98. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AudioBuffer");
  99. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AudioSource");
  100. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Bundle");
  101. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Button");
  102. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Camera");
  103. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "CheckBox");
  104. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Container");
  105. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Control");
  106. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Curve");
  107. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "DepthStencilTarget");
  108. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Effect");
  109. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "FlowLayout");
  110. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Font");
  111. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Form");
  112. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "FrameBuffer");
  113. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "HeightField");
  114. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Image");
  115. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "ImageControl");
  116. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Joint");
  117. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "JoystickControl");
  118. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Label");
  119. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Layout");
  120. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Light");
  121. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Material");
  122. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "MaterialParameter");
  123. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Mesh");
  124. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Model");
  125. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Node");
  126. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "ParticleEmitter");
  127. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Pass");
  128. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "PhysicsCollisionShape");
  129. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RadioButton");
  130. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderState");
  131. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderState::StateBlock");
  132. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderTarget");
  133. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Scene");
  134. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Script");
  135. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Slider");
  136. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Technique");
  137. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Terrain");
  138. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "TextBox");
  139. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Texture");
  140. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Texture::Sampler");
  141. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Theme");
  142. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Theme::ThemeImage");
  143. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "VertexAttributeBinding");
  144. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "VerticalLayout");
  145. gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Material");
  146. gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Pass");
  147. gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Technique");
  148. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "AnimationClip");
  149. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Button");
  150. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "CheckBox");
  151. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Container");
  152. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Control");
  153. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Form");
  154. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "GameScriptTarget");
  155. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "ImageControl");
  156. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joint");
  157. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "JoystickControl");
  158. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Label");
  159. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Node");
  160. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "PhysicsController");
  161. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "RadioButton");
  162. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Slider");
  163. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "TextBox");
  164. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Transform");
  165. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform", "Joint");
  166. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform", "Node");
  167. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "AudioSource");
  168. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "Camera");
  169. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "MeshSkin");
  170. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsCharacter");
  171. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsGhostObject");
  172. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsRigidBody");
  173. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "Terrain");
  174. // Register enumeration AIMessage::ParameterType.
  175. {
  176. std::vector<std::string> scopePath;
  177. scopePath.push_back("AIMessage");
  178. gameplay::ScriptUtil::registerEnumValue(AIMessage::UNDEFINED, "UNDEFINED", scopePath);
  179. gameplay::ScriptUtil::registerEnumValue(AIMessage::INTEGER, "INTEGER", scopePath);
  180. gameplay::ScriptUtil::registerEnumValue(AIMessage::LONG, "LONG", scopePath);
  181. gameplay::ScriptUtil::registerEnumValue(AIMessage::FLOAT, "FLOAT", scopePath);
  182. gameplay::ScriptUtil::registerEnumValue(AIMessage::DOUBLE, "DOUBLE", scopePath);
  183. gameplay::ScriptUtil::registerEnumValue(AIMessage::BOOLEAN, "BOOLEAN", scopePath);
  184. gameplay::ScriptUtil::registerEnumValue(AIMessage::STRING, "STRING", scopePath);
  185. }
  186. // Register enumeration AnimationClip::Listener::EventType.
  187. {
  188. std::vector<std::string> scopePath;
  189. scopePath.push_back("AnimationClip");
  190. scopePath.push_back("Listener");
  191. gameplay::ScriptUtil::registerEnumValue(AnimationClip::Listener::BEGIN, "BEGIN", scopePath);
  192. gameplay::ScriptUtil::registerEnumValue(AnimationClip::Listener::END, "END", scopePath);
  193. gameplay::ScriptUtil::registerEnumValue(AnimationClip::Listener::TIME, "TIME", scopePath);
  194. }
  195. // Register enumeration AudioSource::State.
  196. {
  197. std::vector<std::string> scopePath;
  198. scopePath.push_back("AudioSource");
  199. gameplay::ScriptUtil::registerEnumValue(AudioSource::INITIAL, "INITIAL", scopePath);
  200. gameplay::ScriptUtil::registerEnumValue(AudioSource::PLAYING, "PLAYING", scopePath);
  201. gameplay::ScriptUtil::registerEnumValue(AudioSource::PAUSED, "PAUSED", scopePath);
  202. gameplay::ScriptUtil::registerEnumValue(AudioSource::STOPPED, "STOPPED", scopePath);
  203. }
  204. // Register enumeration Camera::Type.
  205. {
  206. std::vector<std::string> scopePath;
  207. scopePath.push_back("Camera");
  208. gameplay::ScriptUtil::registerEnumValue(Camera::PERSPECTIVE, "PERSPECTIVE", scopePath);
  209. gameplay::ScriptUtil::registerEnumValue(Camera::ORTHOGRAPHIC, "ORTHOGRAPHIC", scopePath);
  210. }
  211. // Register enumeration Container::Direction.
  212. {
  213. std::vector<std::string> scopePath;
  214. scopePath.push_back("Container");
  215. gameplay::ScriptUtil::registerEnumValue(Container::UP, "UP", scopePath);
  216. gameplay::ScriptUtil::registerEnumValue(Container::DOWN, "DOWN", scopePath);
  217. gameplay::ScriptUtil::registerEnumValue(Container::LEFT, "LEFT", scopePath);
  218. gameplay::ScriptUtil::registerEnumValue(Container::RIGHT, "RIGHT", scopePath);
  219. gameplay::ScriptUtil::registerEnumValue(Container::NEXT, "NEXT", scopePath);
  220. gameplay::ScriptUtil::registerEnumValue(Container::PREVIOUS, "PREVIOUS", scopePath);
  221. }
  222. // Register enumeration Container::Scroll.
  223. {
  224. std::vector<std::string> scopePath;
  225. scopePath.push_back("Container");
  226. gameplay::ScriptUtil::registerEnumValue(Container::SCROLL_NONE, "SCROLL_NONE", scopePath);
  227. gameplay::ScriptUtil::registerEnumValue(Container::SCROLL_HORIZONTAL, "SCROLL_HORIZONTAL", scopePath);
  228. gameplay::ScriptUtil::registerEnumValue(Container::SCROLL_VERTICAL, "SCROLL_VERTICAL", scopePath);
  229. gameplay::ScriptUtil::registerEnumValue(Container::SCROLL_BOTH, "SCROLL_BOTH", scopePath);
  230. }
  231. // Register enumeration Control::Alignment.
  232. {
  233. std::vector<std::string> scopePath;
  234. scopePath.push_back("Control");
  235. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_LEFT, "ALIGN_LEFT", scopePath);
  236. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_HCENTER, "ALIGN_HCENTER", scopePath);
  237. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_RIGHT, "ALIGN_RIGHT", scopePath);
  238. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_TOP, "ALIGN_TOP", scopePath);
  239. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_VCENTER, "ALIGN_VCENTER", scopePath);
  240. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_BOTTOM, "ALIGN_BOTTOM", scopePath);
  241. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_TOP_LEFT, "ALIGN_TOP_LEFT", scopePath);
  242. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_VCENTER_LEFT, "ALIGN_VCENTER_LEFT", scopePath);
  243. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_BOTTOM_LEFT, "ALIGN_BOTTOM_LEFT", scopePath);
  244. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_TOP_HCENTER, "ALIGN_TOP_HCENTER", scopePath);
  245. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_VCENTER_HCENTER, "ALIGN_VCENTER_HCENTER", scopePath);
  246. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_BOTTOM_HCENTER, "ALIGN_BOTTOM_HCENTER", scopePath);
  247. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_TOP_RIGHT, "ALIGN_TOP_RIGHT", scopePath);
  248. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_VCENTER_RIGHT, "ALIGN_VCENTER_RIGHT", scopePath);
  249. gameplay::ScriptUtil::registerEnumValue(Control::ALIGN_BOTTOM_RIGHT, "ALIGN_BOTTOM_RIGHT", scopePath);
  250. }
  251. // Register enumeration Control::AutoSize.
  252. {
  253. std::vector<std::string> scopePath;
  254. scopePath.push_back("Control");
  255. gameplay::ScriptUtil::registerEnumValue(Control::AUTO_SIZE_NONE, "AUTO_SIZE_NONE", scopePath);
  256. gameplay::ScriptUtil::registerEnumValue(Control::AUTO_SIZE_WIDTH, "AUTO_SIZE_WIDTH", scopePath);
  257. gameplay::ScriptUtil::registerEnumValue(Control::AUTO_SIZE_HEIGHT, "AUTO_SIZE_HEIGHT", scopePath);
  258. gameplay::ScriptUtil::registerEnumValue(Control::AUTO_SIZE_BOTH, "AUTO_SIZE_BOTH", scopePath);
  259. }
  260. // Register enumeration Control::Listener::EventType.
  261. {
  262. std::vector<std::string> scopePath;
  263. scopePath.push_back("Control");
  264. scopePath.push_back("Listener");
  265. gameplay::ScriptUtil::registerEnumValue(Control::Listener::PRESS, "PRESS", scopePath);
  266. gameplay::ScriptUtil::registerEnumValue(Control::Listener::RELEASE, "RELEASE", scopePath);
  267. gameplay::ScriptUtil::registerEnumValue(Control::Listener::CLICK, "CLICK", scopePath);
  268. gameplay::ScriptUtil::registerEnumValue(Control::Listener::VALUE_CHANGED, "VALUE_CHANGED", scopePath);
  269. gameplay::ScriptUtil::registerEnumValue(Control::Listener::TEXT_CHANGED, "TEXT_CHANGED", scopePath);
  270. gameplay::ScriptUtil::registerEnumValue(Control::Listener::MIDDLE_CLICK, "MIDDLE_CLICK", scopePath);
  271. gameplay::ScriptUtil::registerEnumValue(Control::Listener::RIGHT_CLICK, "RIGHT_CLICK", scopePath);
  272. gameplay::ScriptUtil::registerEnumValue(Control::Listener::FOCUS_GAINED, "FOCUS_GAINED", scopePath);
  273. gameplay::ScriptUtil::registerEnumValue(Control::Listener::FOCUS_LOST, "FOCUS_LOST", scopePath);
  274. }
  275. // Register enumeration Control::State.
  276. {
  277. std::vector<std::string> scopePath;
  278. scopePath.push_back("Control");
  279. gameplay::ScriptUtil::registerEnumValue(Control::NORMAL, "NORMAL", scopePath);
  280. gameplay::ScriptUtil::registerEnumValue(Control::FOCUS, "FOCUS", scopePath);
  281. gameplay::ScriptUtil::registerEnumValue(Control::ACTIVE, "ACTIVE", scopePath);
  282. gameplay::ScriptUtil::registerEnumValue(Control::DISABLED, "DISABLED", scopePath);
  283. gameplay::ScriptUtil::registerEnumValue(Control::HOVER, "HOVER", scopePath);
  284. }
  285. // Register enumeration Curve::InterpolationType.
  286. {
  287. std::vector<std::string> scopePath;
  288. scopePath.push_back("Curve");
  289. gameplay::ScriptUtil::registerEnumValue(Curve::BEZIER, "BEZIER", scopePath);
  290. gameplay::ScriptUtil::registerEnumValue(Curve::BSPLINE, "BSPLINE", scopePath);
  291. gameplay::ScriptUtil::registerEnumValue(Curve::FLAT, "FLAT", scopePath);
  292. gameplay::ScriptUtil::registerEnumValue(Curve::HERMITE, "HERMITE", scopePath);
  293. gameplay::ScriptUtil::registerEnumValue(Curve::LINEAR, "LINEAR", scopePath);
  294. gameplay::ScriptUtil::registerEnumValue(Curve::SMOOTH, "SMOOTH", scopePath);
  295. gameplay::ScriptUtil::registerEnumValue(Curve::STEP, "STEP", scopePath);
  296. gameplay::ScriptUtil::registerEnumValue(Curve::QUADRATIC_IN, "QUADRATIC_IN", scopePath);
  297. gameplay::ScriptUtil::registerEnumValue(Curve::QUADRATIC_OUT, "QUADRATIC_OUT", scopePath);
  298. gameplay::ScriptUtil::registerEnumValue(Curve::QUADRATIC_IN_OUT, "QUADRATIC_IN_OUT", scopePath);
  299. gameplay::ScriptUtil::registerEnumValue(Curve::QUADRATIC_OUT_IN, "QUADRATIC_OUT_IN", scopePath);
  300. gameplay::ScriptUtil::registerEnumValue(Curve::CUBIC_IN, "CUBIC_IN", scopePath);
  301. gameplay::ScriptUtil::registerEnumValue(Curve::CUBIC_OUT, "CUBIC_OUT", scopePath);
  302. gameplay::ScriptUtil::registerEnumValue(Curve::CUBIC_IN_OUT, "CUBIC_IN_OUT", scopePath);
  303. gameplay::ScriptUtil::registerEnumValue(Curve::CUBIC_OUT_IN, "CUBIC_OUT_IN", scopePath);
  304. gameplay::ScriptUtil::registerEnumValue(Curve::QUARTIC_IN, "QUARTIC_IN", scopePath);
  305. gameplay::ScriptUtil::registerEnumValue(Curve::QUARTIC_OUT, "QUARTIC_OUT", scopePath);
  306. gameplay::ScriptUtil::registerEnumValue(Curve::QUARTIC_IN_OUT, "QUARTIC_IN_OUT", scopePath);
  307. gameplay::ScriptUtil::registerEnumValue(Curve::QUARTIC_OUT_IN, "QUARTIC_OUT_IN", scopePath);
  308. gameplay::ScriptUtil::registerEnumValue(Curve::QUINTIC_IN, "QUINTIC_IN", scopePath);
  309. gameplay::ScriptUtil::registerEnumValue(Curve::QUINTIC_OUT, "QUINTIC_OUT", scopePath);
  310. gameplay::ScriptUtil::registerEnumValue(Curve::QUINTIC_IN_OUT, "QUINTIC_IN_OUT", scopePath);
  311. gameplay::ScriptUtil::registerEnumValue(Curve::QUINTIC_OUT_IN, "QUINTIC_OUT_IN", scopePath);
  312. gameplay::ScriptUtil::registerEnumValue(Curve::SINE_IN, "SINE_IN", scopePath);
  313. gameplay::ScriptUtil::registerEnumValue(Curve::SINE_OUT, "SINE_OUT", scopePath);
  314. gameplay::ScriptUtil::registerEnumValue(Curve::SINE_IN_OUT, "SINE_IN_OUT", scopePath);
  315. gameplay::ScriptUtil::registerEnumValue(Curve::SINE_OUT_IN, "SINE_OUT_IN", scopePath);
  316. gameplay::ScriptUtil::registerEnumValue(Curve::EXPONENTIAL_IN, "EXPONENTIAL_IN", scopePath);
  317. gameplay::ScriptUtil::registerEnumValue(Curve::EXPONENTIAL_OUT, "EXPONENTIAL_OUT", scopePath);
  318. gameplay::ScriptUtil::registerEnumValue(Curve::EXPONENTIAL_IN_OUT, "EXPONENTIAL_IN_OUT", scopePath);
  319. gameplay::ScriptUtil::registerEnumValue(Curve::EXPONENTIAL_OUT_IN, "EXPONENTIAL_OUT_IN", scopePath);
  320. gameplay::ScriptUtil::registerEnumValue(Curve::CIRCULAR_IN, "CIRCULAR_IN", scopePath);
  321. gameplay::ScriptUtil::registerEnumValue(Curve::CIRCULAR_OUT, "CIRCULAR_OUT", scopePath);
  322. gameplay::ScriptUtil::registerEnumValue(Curve::CIRCULAR_IN_OUT, "CIRCULAR_IN_OUT", scopePath);
  323. gameplay::ScriptUtil::registerEnumValue(Curve::CIRCULAR_OUT_IN, "CIRCULAR_OUT_IN", scopePath);
  324. gameplay::ScriptUtil::registerEnumValue(Curve::ELASTIC_IN, "ELASTIC_IN", scopePath);
  325. gameplay::ScriptUtil::registerEnumValue(Curve::ELASTIC_OUT, "ELASTIC_OUT", scopePath);
  326. gameplay::ScriptUtil::registerEnumValue(Curve::ELASTIC_IN_OUT, "ELASTIC_IN_OUT", scopePath);
  327. gameplay::ScriptUtil::registerEnumValue(Curve::ELASTIC_OUT_IN, "ELASTIC_OUT_IN", scopePath);
  328. gameplay::ScriptUtil::registerEnumValue(Curve::OVERSHOOT_IN, "OVERSHOOT_IN", scopePath);
  329. gameplay::ScriptUtil::registerEnumValue(Curve::OVERSHOOT_OUT, "OVERSHOOT_OUT", scopePath);
  330. gameplay::ScriptUtil::registerEnumValue(Curve::OVERSHOOT_IN_OUT, "OVERSHOOT_IN_OUT", scopePath);
  331. gameplay::ScriptUtil::registerEnumValue(Curve::OVERSHOOT_OUT_IN, "OVERSHOOT_OUT_IN", scopePath);
  332. gameplay::ScriptUtil::registerEnumValue(Curve::BOUNCE_IN, "BOUNCE_IN", scopePath);
  333. gameplay::ScriptUtil::registerEnumValue(Curve::BOUNCE_OUT, "BOUNCE_OUT", scopePath);
  334. gameplay::ScriptUtil::registerEnumValue(Curve::BOUNCE_IN_OUT, "BOUNCE_IN_OUT", scopePath);
  335. gameplay::ScriptUtil::registerEnumValue(Curve::BOUNCE_OUT_IN, "BOUNCE_OUT_IN", scopePath);
  336. }
  337. // Register enumeration DepthStencilTarget::Format.
  338. {
  339. std::vector<std::string> scopePath;
  340. scopePath.push_back("DepthStencilTarget");
  341. gameplay::ScriptUtil::registerEnumValue(DepthStencilTarget::DEPTH, "DEPTH", scopePath);
  342. gameplay::ScriptUtil::registerEnumValue(DepthStencilTarget::DEPTH_STENCIL, "DEPTH_STENCIL", scopePath);
  343. }
  344. // Register enumeration Font::Format.
  345. {
  346. std::vector<std::string> scopePath;
  347. scopePath.push_back("Font");
  348. gameplay::ScriptUtil::registerEnumValue(Font::BITMAP, "BITMAP", scopePath);
  349. gameplay::ScriptUtil::registerEnumValue(Font::DISTANCE_FIELD, "DISTANCE_FIELD", scopePath);
  350. }
  351. // Register enumeration Font::Justify.
  352. {
  353. std::vector<std::string> scopePath;
  354. scopePath.push_back("Font");
  355. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_LEFT, "ALIGN_LEFT", scopePath);
  356. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_HCENTER, "ALIGN_HCENTER", scopePath);
  357. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_RIGHT, "ALIGN_RIGHT", scopePath);
  358. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_TOP, "ALIGN_TOP", scopePath);
  359. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_VCENTER, "ALIGN_VCENTER", scopePath);
  360. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_BOTTOM, "ALIGN_BOTTOM", scopePath);
  361. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_TOP_LEFT, "ALIGN_TOP_LEFT", scopePath);
  362. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_VCENTER_LEFT, "ALIGN_VCENTER_LEFT", scopePath);
  363. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_BOTTOM_LEFT, "ALIGN_BOTTOM_LEFT", scopePath);
  364. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_TOP_HCENTER, "ALIGN_TOP_HCENTER", scopePath);
  365. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_VCENTER_HCENTER, "ALIGN_VCENTER_HCENTER", scopePath);
  366. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_BOTTOM_HCENTER, "ALIGN_BOTTOM_HCENTER", scopePath);
  367. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_TOP_RIGHT, "ALIGN_TOP_RIGHT", scopePath);
  368. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_VCENTER_RIGHT, "ALIGN_VCENTER_RIGHT", scopePath);
  369. gameplay::ScriptUtil::registerEnumValue(Font::ALIGN_BOTTOM_RIGHT, "ALIGN_BOTTOM_RIGHT", scopePath);
  370. }
  371. // Register enumeration Font::Style.
  372. {
  373. std::vector<std::string> scopePath;
  374. scopePath.push_back("Font");
  375. gameplay::ScriptUtil::registerEnumValue(Font::PLAIN, "PLAIN", scopePath);
  376. gameplay::ScriptUtil::registerEnumValue(Font::BOLD, "BOLD", scopePath);
  377. gameplay::ScriptUtil::registerEnumValue(Font::ITALIC, "ITALIC", scopePath);
  378. gameplay::ScriptUtil::registerEnumValue(Font::BOLD_ITALIC, "BOLD_ITALIC", scopePath);
  379. }
  380. // Register enumeration Game::ClearFlags.
  381. {
  382. std::vector<std::string> scopePath;
  383. scopePath.push_back("Game");
  384. gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_COLOR, "CLEAR_COLOR", scopePath);
  385. gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_DEPTH, "CLEAR_DEPTH", scopePath);
  386. gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_STENCIL, "CLEAR_STENCIL", scopePath);
  387. gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_COLOR_DEPTH, "CLEAR_COLOR_DEPTH", scopePath);
  388. gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_COLOR_STENCIL, "CLEAR_COLOR_STENCIL", scopePath);
  389. gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_DEPTH_STENCIL, "CLEAR_DEPTH_STENCIL", scopePath);
  390. gameplay::ScriptUtil::registerEnumValue(Game::CLEAR_COLOR_DEPTH_STENCIL, "CLEAR_COLOR_DEPTH_STENCIL", scopePath);
  391. }
  392. // Register enumeration Game::State.
  393. {
  394. std::vector<std::string> scopePath;
  395. scopePath.push_back("Game");
  396. gameplay::ScriptUtil::registerEnumValue(Game::UNINITIALIZED, "UNINITIALIZED", scopePath);
  397. gameplay::ScriptUtil::registerEnumValue(Game::RUNNING, "RUNNING", scopePath);
  398. gameplay::ScriptUtil::registerEnumValue(Game::PAUSED, "PAUSED", scopePath);
  399. }
  400. // Register enumeration Gamepad::ButtonMapping.
  401. {
  402. std::vector<std::string> scopePath;
  403. scopePath.push_back("Gamepad");
  404. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_A, "BUTTON_A", scopePath);
  405. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_B, "BUTTON_B", scopePath);
  406. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_X, "BUTTON_X", scopePath);
  407. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_Y, "BUTTON_Y", scopePath);
  408. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_L1, "BUTTON_L1", scopePath);
  409. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_L2, "BUTTON_L2", scopePath);
  410. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_L3, "BUTTON_L3", scopePath);
  411. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_R1, "BUTTON_R1", scopePath);
  412. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_R2, "BUTTON_R2", scopePath);
  413. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_R3, "BUTTON_R3", scopePath);
  414. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_UP, "BUTTON_UP", scopePath);
  415. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_DOWN, "BUTTON_DOWN", scopePath);
  416. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_LEFT, "BUTTON_LEFT", scopePath);
  417. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_RIGHT, "BUTTON_RIGHT", scopePath);
  418. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_MENU1, "BUTTON_MENU1", scopePath);
  419. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_MENU2, "BUTTON_MENU2", scopePath);
  420. gameplay::ScriptUtil::registerEnumValue(Gamepad::BUTTON_MENU3, "BUTTON_MENU3", scopePath);
  421. }
  422. // Register enumeration Gamepad::GamepadEvent.
  423. {
  424. std::vector<std::string> scopePath;
  425. scopePath.push_back("Gamepad");
  426. gameplay::ScriptUtil::registerEnumValue(Gamepad::CONNECTED_EVENT, "CONNECTED_EVENT", scopePath);
  427. gameplay::ScriptUtil::registerEnumValue(Gamepad::DISCONNECTED_EVENT, "DISCONNECTED_EVENT", scopePath);
  428. }
  429. // Register enumeration Gesture::GestureEvent.
  430. {
  431. std::vector<std::string> scopePath;
  432. scopePath.push_back("Gesture");
  433. gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_TAP, "GESTURE_TAP", scopePath);
  434. gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_SWIPE, "GESTURE_SWIPE", scopePath);
  435. gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_PINCH, "GESTURE_PINCH", scopePath);
  436. gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_LONG_TAP, "GESTURE_LONG_TAP", scopePath);
  437. gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_DRAG, "GESTURE_DRAG", scopePath);
  438. gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_DROP, "GESTURE_DROP", scopePath);
  439. gameplay::ScriptUtil::registerEnumValue(Gesture::GESTURE_ANY_SUPPORTED, "GESTURE_ANY_SUPPORTED", scopePath);
  440. }
  441. // Register enumeration Image::Format.
  442. {
  443. std::vector<std::string> scopePath;
  444. scopePath.push_back("Image");
  445. gameplay::ScriptUtil::registerEnumValue(Image::RGB, "RGB", scopePath);
  446. gameplay::ScriptUtil::registerEnumValue(Image::RGBA, "RGBA", scopePath);
  447. }
  448. // Register enumeration Keyboard::Key.
  449. {
  450. std::vector<std::string> scopePath;
  451. scopePath.push_back("Keyboard");
  452. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_NONE, "KEY_NONE", scopePath);
  453. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PAUSE, "KEY_PAUSE", scopePath);
  454. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SCROLL_LOCK, "KEY_SCROLL_LOCK", scopePath);
  455. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PRINT, "KEY_PRINT", scopePath);
  456. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SYSREQ, "KEY_SYSREQ", scopePath);
  457. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BREAK, "KEY_BREAK", scopePath);
  458. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ESCAPE, "KEY_ESCAPE", scopePath);
  459. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BACKSPACE, "KEY_BACKSPACE", scopePath);
  460. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_TAB, "KEY_TAB", scopePath);
  461. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BACK_TAB, "KEY_BACK_TAB", scopePath);
  462. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RETURN, "KEY_RETURN", scopePath);
  463. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPS_LOCK, "KEY_CAPS_LOCK", scopePath);
  464. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SHIFT, "KEY_SHIFT", scopePath);
  465. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CTRL, "KEY_CTRL", scopePath);
  466. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ALT, "KEY_ALT", scopePath);
  467. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_MENU, "KEY_MENU", scopePath);
  468. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_HYPER, "KEY_HYPER", scopePath);
  469. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_INSERT, "KEY_INSERT", scopePath);
  470. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_HOME, "KEY_HOME", scopePath);
  471. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PG_UP, "KEY_PG_UP", scopePath);
  472. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_DELETE, "KEY_DELETE", scopePath);
  473. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_END, "KEY_END", scopePath);
  474. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PG_DOWN, "KEY_PG_DOWN", scopePath);
  475. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LEFT_ARROW, "KEY_LEFT_ARROW", scopePath);
  476. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RIGHT_ARROW, "KEY_RIGHT_ARROW", scopePath);
  477. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_UP_ARROW, "KEY_UP_ARROW", scopePath);
  478. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_DOWN_ARROW, "KEY_DOWN_ARROW", scopePath);
  479. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_NUM_LOCK, "KEY_NUM_LOCK", scopePath);
  480. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_PLUS, "KEY_KP_PLUS", scopePath);
  481. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_MINUS, "KEY_KP_MINUS", scopePath);
  482. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_MULTIPLY, "KEY_KP_MULTIPLY", scopePath);
  483. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_DIVIDE, "KEY_KP_DIVIDE", scopePath);
  484. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_ENTER, "KEY_KP_ENTER", scopePath);
  485. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_HOME, "KEY_KP_HOME", scopePath);
  486. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_UP, "KEY_KP_UP", scopePath);
  487. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_PG_UP, "KEY_KP_PG_UP", scopePath);
  488. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_LEFT, "KEY_KP_LEFT", scopePath);
  489. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_FIVE, "KEY_KP_FIVE", scopePath);
  490. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_RIGHT, "KEY_KP_RIGHT", scopePath);
  491. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_END, "KEY_KP_END", scopePath);
  492. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_DOWN, "KEY_KP_DOWN", scopePath);
  493. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_PG_DOWN, "KEY_KP_PG_DOWN", scopePath);
  494. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_INSERT, "KEY_KP_INSERT", scopePath);
  495. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_KP_DELETE, "KEY_KP_DELETE", scopePath);
  496. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F1, "KEY_F1", scopePath);
  497. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F2, "KEY_F2", scopePath);
  498. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F3, "KEY_F3", scopePath);
  499. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F4, "KEY_F4", scopePath);
  500. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F5, "KEY_F5", scopePath);
  501. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F6, "KEY_F6", scopePath);
  502. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F7, "KEY_F7", scopePath);
  503. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F8, "KEY_F8", scopePath);
  504. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F9, "KEY_F9", scopePath);
  505. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F10, "KEY_F10", scopePath);
  506. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F11, "KEY_F11", scopePath);
  507. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F12, "KEY_F12", scopePath);
  508. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SPACE, "KEY_SPACE", scopePath);
  509. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_EXCLAM, "KEY_EXCLAM", scopePath);
  510. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_QUOTE, "KEY_QUOTE", scopePath);
  511. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_NUMBER, "KEY_NUMBER", scopePath);
  512. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_DOLLAR, "KEY_DOLLAR", scopePath);
  513. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PERCENT, "KEY_PERCENT", scopePath);
  514. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CIRCUMFLEX, "KEY_CIRCUMFLEX", scopePath);
  515. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_AMPERSAND, "KEY_AMPERSAND", scopePath);
  516. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_APOSTROPHE, "KEY_APOSTROPHE", scopePath);
  517. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LEFT_PARENTHESIS, "KEY_LEFT_PARENTHESIS", scopePath);
  518. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RIGHT_PARENTHESIS, "KEY_RIGHT_PARENTHESIS", scopePath);
  519. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ASTERISK, "KEY_ASTERISK", scopePath);
  520. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PLUS, "KEY_PLUS", scopePath);
  521. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_COMMA, "KEY_COMMA", scopePath);
  522. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_MINUS, "KEY_MINUS", scopePath);
  523. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PERIOD, "KEY_PERIOD", scopePath);
  524. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SLASH, "KEY_SLASH", scopePath);
  525. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ZERO, "KEY_ZERO", scopePath);
  526. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_ONE, "KEY_ONE", scopePath);
  527. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_TWO, "KEY_TWO", scopePath);
  528. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_THREE, "KEY_THREE", scopePath);
  529. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_FOUR, "KEY_FOUR", scopePath);
  530. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_FIVE, "KEY_FIVE", scopePath);
  531. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SIX, "KEY_SIX", scopePath);
  532. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SEVEN, "KEY_SEVEN", scopePath);
  533. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_EIGHT, "KEY_EIGHT", scopePath);
  534. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_NINE, "KEY_NINE", scopePath);
  535. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_COLON, "KEY_COLON", scopePath);
  536. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SEMICOLON, "KEY_SEMICOLON", scopePath);
  537. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LESS_THAN, "KEY_LESS_THAN", scopePath);
  538. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_EQUAL, "KEY_EQUAL", scopePath);
  539. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_GREATER_THAN, "KEY_GREATER_THAN", scopePath);
  540. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_QUESTION, "KEY_QUESTION", scopePath);
  541. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_AT, "KEY_AT", scopePath);
  542. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_A, "KEY_CAPITAL_A", scopePath);
  543. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_B, "KEY_CAPITAL_B", scopePath);
  544. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_C, "KEY_CAPITAL_C", scopePath);
  545. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_D, "KEY_CAPITAL_D", scopePath);
  546. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_E, "KEY_CAPITAL_E", scopePath);
  547. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_F, "KEY_CAPITAL_F", scopePath);
  548. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_G, "KEY_CAPITAL_G", scopePath);
  549. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_H, "KEY_CAPITAL_H", scopePath);
  550. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_I, "KEY_CAPITAL_I", scopePath);
  551. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_J, "KEY_CAPITAL_J", scopePath);
  552. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_K, "KEY_CAPITAL_K", scopePath);
  553. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_L, "KEY_CAPITAL_L", scopePath);
  554. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_M, "KEY_CAPITAL_M", scopePath);
  555. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_N, "KEY_CAPITAL_N", scopePath);
  556. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_O, "KEY_CAPITAL_O", scopePath);
  557. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_P, "KEY_CAPITAL_P", scopePath);
  558. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_Q, "KEY_CAPITAL_Q", scopePath);
  559. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_R, "KEY_CAPITAL_R", scopePath);
  560. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_S, "KEY_CAPITAL_S", scopePath);
  561. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_T, "KEY_CAPITAL_T", scopePath);
  562. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_U, "KEY_CAPITAL_U", scopePath);
  563. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_V, "KEY_CAPITAL_V", scopePath);
  564. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_W, "KEY_CAPITAL_W", scopePath);
  565. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_X, "KEY_CAPITAL_X", scopePath);
  566. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_Y, "KEY_CAPITAL_Y", scopePath);
  567. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CAPITAL_Z, "KEY_CAPITAL_Z", scopePath);
  568. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LEFT_BRACKET, "KEY_LEFT_BRACKET", scopePath);
  569. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BACK_SLASH, "KEY_BACK_SLASH", scopePath);
  570. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RIGHT_BRACKET, "KEY_RIGHT_BRACKET", scopePath);
  571. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_UNDERSCORE, "KEY_UNDERSCORE", scopePath);
  572. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_GRAVE, "KEY_GRAVE", scopePath);
  573. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_A, "KEY_A", scopePath);
  574. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_B, "KEY_B", scopePath);
  575. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_C, "KEY_C", scopePath);
  576. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_D, "KEY_D", scopePath);
  577. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_E, "KEY_E", scopePath);
  578. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_F, "KEY_F", scopePath);
  579. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_G, "KEY_G", scopePath);
  580. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_H, "KEY_H", scopePath);
  581. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_I, "KEY_I", scopePath);
  582. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_J, "KEY_J", scopePath);
  583. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_K, "KEY_K", scopePath);
  584. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_L, "KEY_L", scopePath);
  585. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_M, "KEY_M", scopePath);
  586. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_N, "KEY_N", scopePath);
  587. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_O, "KEY_O", scopePath);
  588. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_P, "KEY_P", scopePath);
  589. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_Q, "KEY_Q", scopePath);
  590. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_R, "KEY_R", scopePath);
  591. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_S, "KEY_S", scopePath);
  592. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_T, "KEY_T", scopePath);
  593. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_U, "KEY_U", scopePath);
  594. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_V, "KEY_V", scopePath);
  595. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_W, "KEY_W", scopePath);
  596. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_X, "KEY_X", scopePath);
  597. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_Y, "KEY_Y", scopePath);
  598. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_Z, "KEY_Z", scopePath);
  599. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_LEFT_BRACE, "KEY_LEFT_BRACE", scopePath);
  600. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_BAR, "KEY_BAR", scopePath);
  601. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RIGHT_BRACE, "KEY_RIGHT_BRACE", scopePath);
  602. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_TILDE, "KEY_TILDE", scopePath);
  603. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_EURO, "KEY_EURO", scopePath);
  604. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_POUND, "KEY_POUND", scopePath);
  605. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_YEN, "KEY_YEN", scopePath);
  606. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_MIDDLE_DOT, "KEY_MIDDLE_DOT", scopePath);
  607. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_SEARCH, "KEY_SEARCH", scopePath);
  608. }
  609. // Register enumeration Keyboard::KeyEvent.
  610. {
  611. std::vector<std::string> scopePath;
  612. scopePath.push_back("Keyboard");
  613. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_PRESS, "KEY_PRESS", scopePath);
  614. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_RELEASE, "KEY_RELEASE", scopePath);
  615. gameplay::ScriptUtil::registerEnumValue(Keyboard::KEY_CHAR, "KEY_CHAR", scopePath);
  616. }
  617. // Register enumeration Layout::Type.
  618. {
  619. std::vector<std::string> scopePath;
  620. scopePath.push_back("Layout");
  621. gameplay::ScriptUtil::registerEnumValue(Layout::LAYOUT_FLOW, "LAYOUT_FLOW", scopePath);
  622. gameplay::ScriptUtil::registerEnumValue(Layout::LAYOUT_VERTICAL, "LAYOUT_VERTICAL", scopePath);
  623. gameplay::ScriptUtil::registerEnumValue(Layout::LAYOUT_ABSOLUTE, "LAYOUT_ABSOLUTE", scopePath);
  624. }
  625. // Register enumeration Light::Type.
  626. {
  627. std::vector<std::string> scopePath;
  628. scopePath.push_back("Light");
  629. gameplay::ScriptUtil::registerEnumValue(Light::DIRECTIONAL, "DIRECTIONAL", scopePath);
  630. gameplay::ScriptUtil::registerEnumValue(Light::POINT, "POINT", scopePath);
  631. gameplay::ScriptUtil::registerEnumValue(Light::SPOT, "SPOT", scopePath);
  632. }
  633. // Register enumeration Logger::Level.
  634. {
  635. std::vector<std::string> scopePath;
  636. scopePath.push_back("Logger");
  637. gameplay::ScriptUtil::registerEnumValue(Logger::LEVEL_INFO, "LEVEL_INFO", scopePath);
  638. gameplay::ScriptUtil::registerEnumValue(Logger::LEVEL_WARN, "LEVEL_WARN", scopePath);
  639. gameplay::ScriptUtil::registerEnumValue(Logger::LEVEL_ERROR, "LEVEL_ERROR", scopePath);
  640. }
  641. // Register enumeration Mesh::IndexFormat.
  642. {
  643. std::vector<std::string> scopePath;
  644. scopePath.push_back("Mesh");
  645. gameplay::ScriptUtil::registerEnumValue(Mesh::INDEX8, "INDEX8", scopePath);
  646. gameplay::ScriptUtil::registerEnumValue(Mesh::INDEX16, "INDEX16", scopePath);
  647. gameplay::ScriptUtil::registerEnumValue(Mesh::INDEX32, "INDEX32", scopePath);
  648. }
  649. // Register enumeration Mesh::PrimitiveType.
  650. {
  651. std::vector<std::string> scopePath;
  652. scopePath.push_back("Mesh");
  653. gameplay::ScriptUtil::registerEnumValue(Mesh::TRIANGLES, "TRIANGLES", scopePath);
  654. gameplay::ScriptUtil::registerEnumValue(Mesh::TRIANGLE_STRIP, "TRIANGLE_STRIP", scopePath);
  655. gameplay::ScriptUtil::registerEnumValue(Mesh::LINES, "LINES", scopePath);
  656. gameplay::ScriptUtil::registerEnumValue(Mesh::LINE_STRIP, "LINE_STRIP", scopePath);
  657. gameplay::ScriptUtil::registerEnumValue(Mesh::POINTS, "POINTS", scopePath);
  658. }
  659. // Register enumeration Mouse::MouseEvent.
  660. {
  661. std::vector<std::string> scopePath;
  662. scopePath.push_back("Mouse");
  663. gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_PRESS_LEFT_BUTTON, "MOUSE_PRESS_LEFT_BUTTON", scopePath);
  664. gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_RELEASE_LEFT_BUTTON, "MOUSE_RELEASE_LEFT_BUTTON", scopePath);
  665. gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_PRESS_MIDDLE_BUTTON, "MOUSE_PRESS_MIDDLE_BUTTON", scopePath);
  666. gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_RELEASE_MIDDLE_BUTTON, "MOUSE_RELEASE_MIDDLE_BUTTON", scopePath);
  667. gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_PRESS_RIGHT_BUTTON, "MOUSE_PRESS_RIGHT_BUTTON", scopePath);
  668. gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_RELEASE_RIGHT_BUTTON, "MOUSE_RELEASE_RIGHT_BUTTON", scopePath);
  669. gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_MOVE, "MOUSE_MOVE", scopePath);
  670. gameplay::ScriptUtil::registerEnumValue(Mouse::MOUSE_WHEEL, "MOUSE_WHEEL", scopePath);
  671. }
  672. // Register enumeration Node::Type.
  673. {
  674. std::vector<std::string> scopePath;
  675. scopePath.push_back("Node");
  676. gameplay::ScriptUtil::registerEnumValue(Node::NODE, "NODE", scopePath);
  677. gameplay::ScriptUtil::registerEnumValue(Node::JOINT, "JOINT", scopePath);
  678. }
  679. // Register enumeration ParticleEmitter::BlendMode.
  680. {
  681. std::vector<std::string> scopePath;
  682. scopePath.push_back("ParticleEmitter");
  683. <<<<<<< HEAD
  684. gameplay::ScriptUtil::registerEnumValue(ParticleEmitter::BLEND_OPAQUE, "BLEND_OPAQUE", scopePath);
  685. gameplay::ScriptUtil::registerEnumValue(ParticleEmitter::BLEND_TRANSPARENT, "BLEND_TRANSPARENT", scopePath);
  686. gameplay::ScriptUtil::registerEnumValue(ParticleEmitter::BLEND_ADDITIVE, "BLEND_ADDITIVE", scopePath);
  687. gameplay::ScriptUtil::registerEnumValue(ParticleEmitter::BLEND_MULTIPLIED, "BLEND_MULTIPLIED", scopePath);
  688. =======
  689. gameplay::ScriptUtil::registerConstantString("BLEND_NONE", "BLEND_NONE", scopePath);
  690. gameplay::ScriptUtil::registerConstantString("BLEND_ALPHA", "BLEND_ALPHA", scopePath);
  691. gameplay::ScriptUtil::registerConstantString("BLEND_ADDITIVE", "BLEND_ADDITIVE", scopePath);
  692. gameplay::ScriptUtil::registerConstantString("BLEND_MULTIPLIED", "BLEND_MULTIPLIED", scopePath);
  693. >>>>>>> 56056e69d8e0dfc651a52a1888c65c01d0f1f51d
  694. }
  695. // Register enumeration PhysicsCollisionObject::CollisionListener::EventType.
  696. {
  697. std::vector<std::string> scopePath;
  698. scopePath.push_back("PhysicsCollisionObject");
  699. scopePath.push_back("CollisionListener");
  700. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::CollisionListener::COLLIDING, "COLLIDING", scopePath);
  701. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::CollisionListener::NOT_COLLIDING, "NOT_COLLIDING", scopePath);
  702. }
  703. // Register enumeration PhysicsCollisionObject::Type.
  704. {
  705. std::vector<std::string> scopePath;
  706. scopePath.push_back("PhysicsCollisionObject");
  707. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::RIGID_BODY, "RIGID_BODY", scopePath);
  708. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::CHARACTER, "CHARACTER", scopePath);
  709. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::GHOST_OBJECT, "GHOST_OBJECT", scopePath);
  710. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::VEHICLE, "VEHICLE", scopePath);
  711. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::VEHICLE_WHEEL, "VEHICLE_WHEEL", scopePath);
  712. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionObject::NONE, "NONE", scopePath);
  713. }
  714. // Register enumeration PhysicsCollisionShape::Type.
  715. {
  716. std::vector<std::string> scopePath;
  717. scopePath.push_back("PhysicsCollisionShape");
  718. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_NONE, "SHAPE_NONE", scopePath);
  719. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_BOX, "SHAPE_BOX", scopePath);
  720. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_SPHERE, "SHAPE_SPHERE", scopePath);
  721. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_CAPSULE, "SHAPE_CAPSULE", scopePath);
  722. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_MESH, "SHAPE_MESH", scopePath);
  723. gameplay::ScriptUtil::registerEnumValue(PhysicsCollisionShape::SHAPE_HEIGHTFIELD, "SHAPE_HEIGHTFIELD", scopePath);
  724. }
  725. // Register enumeration PhysicsController::Listener::EventType.
  726. {
  727. std::vector<std::string> scopePath;
  728. scopePath.push_back("PhysicsController");
  729. scopePath.push_back("Listener");
  730. gameplay::ScriptUtil::registerEnumValue(PhysicsController::Listener::ACTIVATED, "ACTIVATED", scopePath);
  731. gameplay::ScriptUtil::registerEnumValue(PhysicsController::Listener::DEACTIVATED, "DEACTIVATED", scopePath);
  732. }
  733. // Register enumeration Properties::Type.
  734. {
  735. std::vector<std::string> scopePath;
  736. scopePath.push_back("Properties");
  737. gameplay::ScriptUtil::registerEnumValue(Properties::NONE, "NONE", scopePath);
  738. gameplay::ScriptUtil::registerEnumValue(Properties::STRING, "STRING", scopePath);
  739. gameplay::ScriptUtil::registerEnumValue(Properties::NUMBER, "NUMBER", scopePath);
  740. gameplay::ScriptUtil::registerEnumValue(Properties::VECTOR2, "VECTOR2", scopePath);
  741. gameplay::ScriptUtil::registerEnumValue(Properties::VECTOR3, "VECTOR3", scopePath);
  742. gameplay::ScriptUtil::registerEnumValue(Properties::VECTOR4, "VECTOR4", scopePath);
  743. gameplay::ScriptUtil::registerEnumValue(Properties::MATRIX, "MATRIX", scopePath);
  744. }
  745. // Register enumeration RenderState::AutoBinding.
  746. {
  747. std::vector<std::string> scopePath;
  748. scopePath.push_back("RenderState");
  749. gameplay::ScriptUtil::registerEnumValue(RenderState::NONE, "NONE", scopePath);
  750. gameplay::ScriptUtil::registerEnumValue(RenderState::WORLD_MATRIX, "WORLD_MATRIX", scopePath);
  751. gameplay::ScriptUtil::registerEnumValue(RenderState::VIEW_MATRIX, "VIEW_MATRIX", scopePath);
  752. gameplay::ScriptUtil::registerEnumValue(RenderState::PROJECTION_MATRIX, "PROJECTION_MATRIX", scopePath);
  753. gameplay::ScriptUtil::registerEnumValue(RenderState::WORLD_VIEW_MATRIX, "WORLD_VIEW_MATRIX", scopePath);
  754. gameplay::ScriptUtil::registerEnumValue(RenderState::VIEW_PROJECTION_MATRIX, "VIEW_PROJECTION_MATRIX", scopePath);
  755. gameplay::ScriptUtil::registerEnumValue(RenderState::WORLD_VIEW_PROJECTION_MATRIX, "WORLD_VIEW_PROJECTION_MATRIX", scopePath);
  756. gameplay::ScriptUtil::registerEnumValue(RenderState::INVERSE_TRANSPOSE_WORLD_MATRIX, "INVERSE_TRANSPOSE_WORLD_MATRIX", scopePath);
  757. gameplay::ScriptUtil::registerEnumValue(RenderState::INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX, "INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX", scopePath);
  758. gameplay::ScriptUtil::registerEnumValue(RenderState::CAMERA_WORLD_POSITION, "CAMERA_WORLD_POSITION", scopePath);
  759. gameplay::ScriptUtil::registerEnumValue(RenderState::CAMERA_VIEW_POSITION, "CAMERA_VIEW_POSITION", scopePath);
  760. gameplay::ScriptUtil::registerEnumValue(RenderState::MATRIX_PALETTE, "MATRIX_PALETTE", scopePath);
  761. gameplay::ScriptUtil::registerEnumValue(RenderState::SCENE_AMBIENT_COLOR, "SCENE_AMBIENT_COLOR", scopePath);
  762. }
  763. // Register enumeration RenderState::Blend.
  764. {
  765. std::vector<std::string> scopePath;
  766. scopePath.push_back("RenderState");
  767. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ZERO, "BLEND_ZERO", scopePath);
  768. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE, "BLEND_ONE", scopePath);
  769. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_SRC_COLOR, "BLEND_SRC_COLOR", scopePath);
  770. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_SRC_COLOR, "BLEND_ONE_MINUS_SRC_COLOR", scopePath);
  771. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_DST_COLOR, "BLEND_DST_COLOR", scopePath);
  772. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_DST_COLOR, "BLEND_ONE_MINUS_DST_COLOR", scopePath);
  773. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_SRC_ALPHA, "BLEND_SRC_ALPHA", scopePath);
  774. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_SRC_ALPHA, "BLEND_ONE_MINUS_SRC_ALPHA", scopePath);
  775. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_DST_ALPHA, "BLEND_DST_ALPHA", scopePath);
  776. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_DST_ALPHA, "BLEND_ONE_MINUS_DST_ALPHA", scopePath);
  777. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_CONSTANT_ALPHA, "BLEND_CONSTANT_ALPHA", scopePath);
  778. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_ONE_MINUS_CONSTANT_ALPHA, "BLEND_ONE_MINUS_CONSTANT_ALPHA", scopePath);
  779. gameplay::ScriptUtil::registerEnumValue(RenderState::BLEND_SRC_ALPHA_SATURATE, "BLEND_SRC_ALPHA_SATURATE", scopePath);
  780. }
  781. // Register enumeration RenderState::CullFaceSide.
  782. {
  783. std::vector<std::string> scopePath;
  784. scopePath.push_back("RenderState");
  785. gameplay::ScriptUtil::registerEnumValue(RenderState::CULL_FACE_SIDE_BACK, "CULL_FACE_SIDE_BACK", scopePath);
  786. gameplay::ScriptUtil::registerEnumValue(RenderState::CULL_FACE_SIDE_FRONT, "CULL_FACE_SIDE_FRONT", scopePath);
  787. gameplay::ScriptUtil::registerEnumValue(RenderState::CULL_FACE_SIDE_FRONT_AND_BACK, "CULL_FACE_SIDE_FRONT_AND_BACK", scopePath);
  788. }
  789. // Register enumeration RenderState::DepthFunction.
  790. {
  791. std::vector<std::string> scopePath;
  792. scopePath.push_back("RenderState");
  793. gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_NEVER, "DEPTH_NEVER", scopePath);
  794. gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_LESS, "DEPTH_LESS", scopePath);
  795. gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_EQUAL, "DEPTH_EQUAL", scopePath);
  796. gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_LEQUAL, "DEPTH_LEQUAL", scopePath);
  797. gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_GREATER, "DEPTH_GREATER", scopePath);
  798. gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_NOTEQUAL, "DEPTH_NOTEQUAL", scopePath);
  799. gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_GEQUAL, "DEPTH_GEQUAL", scopePath);
  800. gameplay::ScriptUtil::registerEnumValue(RenderState::DEPTH_ALWAYS, "DEPTH_ALWAYS", scopePath);
  801. }
  802. // Register enumeration RenderState::FrontFace.
  803. {
  804. std::vector<std::string> scopePath;
  805. scopePath.push_back("RenderState");
  806. gameplay::ScriptUtil::registerEnumValue(RenderState::FRONT_FACE_CW, "FRONT_FACE_CW", scopePath);
  807. gameplay::ScriptUtil::registerEnumValue(RenderState::FRONT_FACE_CCW, "FRONT_FACE_CCW", scopePath);
  808. }
  809. // Register enumeration RenderState::StencilFunction.
  810. {
  811. std::vector<std::string> scopePath;
  812. scopePath.push_back("RenderState");
  813. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_NEVER, "STENCIL_NEVER", scopePath);
  814. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_ALWAYS, "STENCIL_ALWAYS", scopePath);
  815. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_LESS, "STENCIL_LESS", scopePath);
  816. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_LEQUAL, "STENCIL_LEQUAL", scopePath);
  817. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_EQUAL, "STENCIL_EQUAL", scopePath);
  818. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_GREATER, "STENCIL_GREATER", scopePath);
  819. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_GEQUAL, "STENCIL_GEQUAL", scopePath);
  820. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_NOTEQUAL, "STENCIL_NOTEQUAL", scopePath);
  821. }
  822. // Register enumeration RenderState::StencilOperation.
  823. {
  824. std::vector<std::string> scopePath;
  825. scopePath.push_back("RenderState");
  826. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_KEEP, "STENCIL_OP_KEEP", scopePath);
  827. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_ZERO, "STENCIL_OP_ZERO", scopePath);
  828. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_REPLACE, "STENCIL_OP_REPLACE", scopePath);
  829. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_INCR, "STENCIL_OP_INCR", scopePath);
  830. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_DECR, "STENCIL_OP_DECR", scopePath);
  831. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_INVERT, "STENCIL_OP_INVERT", scopePath);
  832. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_INCR_WRAP, "STENCIL_OP_INCR_WRAP", scopePath);
  833. gameplay::ScriptUtil::registerEnumValue(RenderState::STENCIL_OP_DECR_WRAP, "STENCIL_OP_DECR_WRAP", scopePath);
  834. }
  835. // Register enumeration Script::Scope.
  836. {
  837. std::vector<std::string> scopePath;
  838. scopePath.push_back("Script");
  839. gameplay::ScriptUtil::registerEnumValue(Script::GLOBAL, "GLOBAL", scopePath);
  840. gameplay::ScriptUtil::registerEnumValue(Script::PROTECTED, "PROTECTED", scopePath);
  841. }
  842. // Register enumeration Terrain::Flags.
  843. {
  844. std::vector<std::string> scopePath;
  845. scopePath.push_back("Terrain");
  846. gameplay::ScriptUtil::registerEnumValue(Terrain::DEBUG_PATCHES, "DEBUG_PATCHES", scopePath);
  847. gameplay::ScriptUtil::registerEnumValue(Terrain::FRUSTUM_CULLING, "FRUSTUM_CULLING", scopePath);
  848. gameplay::ScriptUtil::registerEnumValue(Terrain::LEVEL_OF_DETAIL, "LEVEL_OF_DETAIL", scopePath);
  849. }
  850. // Register enumeration TextBox::InputMode.
  851. {
  852. std::vector<std::string> scopePath;
  853. scopePath.push_back("TextBox");
  854. gameplay::ScriptUtil::registerEnumValue(TextBox::TEXT, "TEXT", scopePath);
  855. gameplay::ScriptUtil::registerEnumValue(TextBox::PASSWORD, "PASSWORD", scopePath);
  856. }
  857. // Register enumeration Texture::CubeFace.
  858. {
  859. std::vector<std::string> scopePath;
  860. scopePath.push_back("Texture");
  861. gameplay::ScriptUtil::registerEnumValue(Texture::POSITIVE_X, "POSITIVE_X", scopePath);
  862. gameplay::ScriptUtil::registerEnumValue(Texture::NEGATIVE_X, "NEGATIVE_X", scopePath);
  863. gameplay::ScriptUtil::registerEnumValue(Texture::POSITIVE_Y, "POSITIVE_Y", scopePath);
  864. gameplay::ScriptUtil::registerEnumValue(Texture::NEGATIVE_Y, "NEGATIVE_Y", scopePath);
  865. gameplay::ScriptUtil::registerEnumValue(Texture::POSITIVE_Z, "POSITIVE_Z", scopePath);
  866. gameplay::ScriptUtil::registerEnumValue(Texture::NEGATIVE_Z, "NEGATIVE_Z", scopePath);
  867. }
  868. // Register enumeration Texture::Filter.
  869. {
  870. std::vector<std::string> scopePath;
  871. scopePath.push_back("Texture");
  872. gameplay::ScriptUtil::registerEnumValue(Texture::NEAREST, "NEAREST", scopePath);
  873. gameplay::ScriptUtil::registerEnumValue(Texture::LINEAR, "LINEAR", scopePath);
  874. gameplay::ScriptUtil::registerEnumValue(Texture::NEAREST_MIPMAP_NEAREST, "NEAREST_MIPMAP_NEAREST", scopePath);
  875. gameplay::ScriptUtil::registerEnumValue(Texture::LINEAR_MIPMAP_NEAREST, "LINEAR_MIPMAP_NEAREST", scopePath);
  876. gameplay::ScriptUtil::registerEnumValue(Texture::NEAREST_MIPMAP_LINEAR, "NEAREST_MIPMAP_LINEAR", scopePath);
  877. gameplay::ScriptUtil::registerEnumValue(Texture::LINEAR_MIPMAP_LINEAR, "LINEAR_MIPMAP_LINEAR", scopePath);
  878. }
  879. // Register enumeration Texture::Format.
  880. {
  881. std::vector<std::string> scopePath;
  882. scopePath.push_back("Texture");
  883. gameplay::ScriptUtil::registerEnumValue(Texture::UNKNOWN, "UNKNOWN", scopePath);
  884. gameplay::ScriptUtil::registerEnumValue(Texture::RGB, "RGB", scopePath);
  885. gameplay::ScriptUtil::registerEnumValue(Texture::RGBA, "RGBA", scopePath);
  886. gameplay::ScriptUtil::registerEnumValue(Texture::ALPHA, "ALPHA", scopePath);
  887. }
  888. // Register enumeration Texture::Type.
  889. {
  890. std::vector<std::string> scopePath;
  891. scopePath.push_back("Texture");
  892. gameplay::ScriptUtil::registerEnumValue(Texture::TEXTURE_2D, "TEXTURE_2D", scopePath);
  893. gameplay::ScriptUtil::registerEnumValue(Texture::TEXTURE_CUBE, "TEXTURE_CUBE", scopePath);
  894. }
  895. // Register enumeration Texture::Wrap.
  896. {
  897. std::vector<std::string> scopePath;
  898. scopePath.push_back("Texture");
  899. gameplay::ScriptUtil::registerEnumValue(Texture::REPEAT, "REPEAT", scopePath);
  900. gameplay::ScriptUtil::registerEnumValue(Texture::CLAMP, "CLAMP", scopePath);
  901. }
  902. // Register enumeration Touch::TouchEvent.
  903. {
  904. std::vector<std::string> scopePath;
  905. scopePath.push_back("Touch");
  906. gameplay::ScriptUtil::registerEnumValue(Touch::TOUCH_PRESS, "TOUCH_PRESS", scopePath);
  907. gameplay::ScriptUtil::registerEnumValue(Touch::TOUCH_RELEASE, "TOUCH_RELEASE", scopePath);
  908. gameplay::ScriptUtil::registerEnumValue(Touch::TOUCH_MOVE, "TOUCH_MOVE", scopePath);
  909. }
  910. // Register enumeration VertexFormat::Usage.
  911. {
  912. std::vector<std::string> scopePath;
  913. scopePath.push_back("VertexFormat");
  914. gameplay::ScriptUtil::registerEnumValue(VertexFormat::POSITION, "POSITION", scopePath);
  915. gameplay::ScriptUtil::registerEnumValue(VertexFormat::NORMAL, "NORMAL", scopePath);
  916. gameplay::ScriptUtil::registerEnumValue(VertexFormat::COLOR, "COLOR", scopePath);
  917. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TANGENT, "TANGENT", scopePath);
  918. gameplay::ScriptUtil::registerEnumValue(VertexFormat::BINORMAL, "BINORMAL", scopePath);
  919. gameplay::ScriptUtil::registerEnumValue(VertexFormat::BLENDWEIGHTS, "BLENDWEIGHTS", scopePath);
  920. gameplay::ScriptUtil::registerEnumValue(VertexFormat::BLENDINDICES, "BLENDINDICES", scopePath);
  921. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD0, "TEXCOORD0", scopePath);
  922. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD1, "TEXCOORD1", scopePath);
  923. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD2, "TEXCOORD2", scopePath);
  924. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD3, "TEXCOORD3", scopePath);
  925. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD4, "TEXCOORD4", scopePath);
  926. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD5, "TEXCOORD5", scopePath);
  927. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD6, "TEXCOORD6", scopePath);
  928. gameplay::ScriptUtil::registerEnumValue(VertexFormat::TEXCOORD7, "TEXCOORD7", scopePath);
  929. }
  930. }
  931. int lua__strcmpnocase(lua_State* state)
  932. {
  933. // Get the number of parameters.
  934. int paramCount = lua_gettop(state);
  935. // Attempt to match the parameters to a valid binding.
  936. switch (paramCount)
  937. {
  938. case 2:
  939. {
  940. if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
  941. (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
  942. {
  943. // Get parameter 1 off the stack.
  944. const char* param1 = gameplay::ScriptUtil::getString(1, false);
  945. // Get parameter 2 off the stack.
  946. const char* param2 = gameplay::ScriptUtil::getString(2, false);
  947. int result = strcmpnocase(param1, param2);
  948. // Push the return value onto the stack.
  949. lua_pushinteger(state, result);
  950. return 1;
  951. }
  952. lua_pushstring(state, "lua__strcmpnocase - Failed to match the given parameters to a valid function signature.");
  953. lua_error(state);
  954. break;
  955. }
  956. default:
  957. {
  958. lua_pushstring(state, "Invalid number of parameters (expected 2).");
  959. lua_error(state);
  960. break;
  961. }
  962. }
  963. return 0;
  964. }
  965. <<<<<<< HEAD
  966. =======
  967. static const char* enumStringEmpty = "";
  968. const char* lua_stringFromEnumGlobal(std::string& enumname, unsigned int value)
  969. {
  970. if (enumname == "AIMessage::ParameterType")
  971. return lua_stringFromEnum_AIMessageParameterType((AIMessage::ParameterType)value);
  972. if (enumname == "AnimationClip::Listener::EventType")
  973. return lua_stringFromEnum_AnimationClipListenerEventType((AnimationClip::Listener::EventType)value);
  974. if (enumname == "AudioSource::State")
  975. return lua_stringFromEnum_AudioSourceState((AudioSource::State)value);
  976. if (enumname == "Camera::Type")
  977. return lua_stringFromEnum_CameraType((Camera::Type)value);
  978. if (enumname == "Container::Direction")
  979. return lua_stringFromEnum_ContainerDirection((Container::Direction)value);
  980. if (enumname == "Container::Scroll")
  981. return lua_stringFromEnum_ContainerScroll((Container::Scroll)value);
  982. if (enumname == "Control::Alignment")
  983. return lua_stringFromEnum_ControlAlignment((Control::Alignment)value);
  984. if (enumname == "Control::AutoSize")
  985. return lua_stringFromEnum_ControlAutoSize((Control::AutoSize)value);
  986. if (enumname == "Control::Listener::EventType")
  987. return lua_stringFromEnum_ControlListenerEventType((Control::Listener::EventType)value);
  988. if (enumname == "Control::State")
  989. return lua_stringFromEnum_ControlState((Control::State)value);
  990. if (enumname == "Curve::InterpolationType")
  991. return lua_stringFromEnum_CurveInterpolationType((Curve::InterpolationType)value);
  992. if (enumname == "DepthStencilTarget::Format")
  993. return lua_stringFromEnum_DepthStencilTargetFormat((DepthStencilTarget::Format)value);
  994. if (enumname == "Font::Format")
  995. return lua_stringFromEnum_FontFormat((Font::Format)value);
  996. if (enumname == "Font::Justify")
  997. return lua_stringFromEnum_FontJustify((Font::Justify)value);
  998. if (enumname == "Font::Style")
  999. return lua_stringFromEnum_FontStyle((Font::Style)value);
  1000. if (enumname == "Game::ClearFlags")
  1001. return lua_stringFromEnum_GameClearFlags((Game::ClearFlags)value);
  1002. if (enumname == "Game::State")
  1003. return lua_stringFromEnum_GameState((Game::State)value);
  1004. if (enumname == "Gamepad::ButtonMapping")
  1005. return lua_stringFromEnum_GamepadButtonMapping((Gamepad::ButtonMapping)value);
  1006. if (enumname == "Gamepad::GamepadEvent")
  1007. return lua_stringFromEnum_GamepadGamepadEvent((Gamepad::GamepadEvent)value);
  1008. if (enumname == "Gesture::GestureEvent")
  1009. return lua_stringFromEnum_GestureGestureEvent((Gesture::GestureEvent)value);
  1010. if (enumname == "Image::Format")
  1011. return lua_stringFromEnum_ImageFormat((Image::Format)value);
  1012. if (enumname == "Keyboard::Key")
  1013. return lua_stringFromEnum_KeyboardKey((Keyboard::Key)value);
  1014. if (enumname == "Keyboard::KeyEvent")
  1015. return lua_stringFromEnum_KeyboardKeyEvent((Keyboard::KeyEvent)value);
  1016. if (enumname == "Layout::Type")
  1017. return lua_stringFromEnum_LayoutType((Layout::Type)value);
  1018. if (enumname == "Light::Type")
  1019. return lua_stringFromEnum_LightType((Light::Type)value);
  1020. if (enumname == "Logger::Level")
  1021. return lua_stringFromEnum_LoggerLevel((Logger::Level)value);
  1022. if (enumname == "Mesh::IndexFormat")
  1023. return lua_stringFromEnum_MeshIndexFormat((Mesh::IndexFormat)value);
  1024. if (enumname == "Mesh::PrimitiveType")
  1025. return lua_stringFromEnum_MeshPrimitiveType((Mesh::PrimitiveType)value);
  1026. if (enumname == "Mouse::MouseEvent")
  1027. return lua_stringFromEnum_MouseMouseEvent((Mouse::MouseEvent)value);
  1028. if (enumname == "Node::Type")
  1029. return lua_stringFromEnum_NodeType((Node::Type)value);
  1030. if (enumname == "ParticleEmitter::BlendMode")
  1031. return lua_stringFromEnum_ParticleEmitterBlendMode((ParticleEmitter::BlendMode)value);
  1032. if (enumname == "PhysicsCollisionObject::CollisionListener::EventType")
  1033. return lua_stringFromEnum_PhysicsCollisionObjectCollisionListenerEventType((PhysicsCollisionObject::CollisionListener::EventType)value);
  1034. if (enumname == "PhysicsCollisionObject::Type")
  1035. return lua_stringFromEnum_PhysicsCollisionObjectType((PhysicsCollisionObject::Type)value);
  1036. if (enumname == "PhysicsCollisionShape::Type")
  1037. return lua_stringFromEnum_PhysicsCollisionShapeType((PhysicsCollisionShape::Type)value);
  1038. if (enumname == "PhysicsController::Listener::EventType")
  1039. return lua_stringFromEnum_PhysicsControllerListenerEventType((PhysicsController::Listener::EventType)value);
  1040. if (enumname == "Properties::Type")
  1041. return lua_stringFromEnum_PropertiesType((Properties::Type)value);
  1042. if (enumname == "RenderState::AutoBinding")
  1043. return lua_stringFromEnum_RenderStateAutoBinding((RenderState::AutoBinding)value);
  1044. if (enumname == "RenderState::Blend")
  1045. return lua_stringFromEnum_RenderStateBlend((RenderState::Blend)value);
  1046. if (enumname == "RenderState::CullFaceSide")
  1047. return lua_stringFromEnum_RenderStateCullFaceSide((RenderState::CullFaceSide)value);
  1048. if (enumname == "RenderState::DepthFunction")
  1049. return lua_stringFromEnum_RenderStateDepthFunction((RenderState::DepthFunction)value);
  1050. if (enumname == "RenderState::FrontFace")
  1051. return lua_stringFromEnum_RenderStateFrontFace((RenderState::FrontFace)value);
  1052. if (enumname == "RenderState::StencilFunction")
  1053. return lua_stringFromEnum_RenderStateStencilFunction((RenderState::StencilFunction)value);
  1054. if (enumname == "RenderState::StencilOperation")
  1055. return lua_stringFromEnum_RenderStateStencilOperation((RenderState::StencilOperation)value);
  1056. if (enumname == "Terrain::Flags")
  1057. return lua_stringFromEnum_TerrainFlags((Terrain::Flags)value);
  1058. if (enumname == "TextBox::InputMode")
  1059. return lua_stringFromEnum_TextBoxInputMode((TextBox::InputMode)value);
  1060. if (enumname == "Texture::CubeFace")
  1061. return lua_stringFromEnum_TextureCubeFace((Texture::CubeFace)value);
  1062. if (enumname == "Texture::Filter")
  1063. return lua_stringFromEnum_TextureFilter((Texture::Filter)value);
  1064. if (enumname == "Texture::Format")
  1065. return lua_stringFromEnum_TextureFormat((Texture::Format)value);
  1066. if (enumname == "Texture::Type")
  1067. return lua_stringFromEnum_TextureType((Texture::Type)value);
  1068. if (enumname == "Texture::Wrap")
  1069. return lua_stringFromEnum_TextureWrap((Texture::Wrap)value);
  1070. if (enumname == "Touch::TouchEvent")
  1071. return lua_stringFromEnum_TouchTouchEvent((Touch::TouchEvent)value);
  1072. if (enumname == "VertexFormat::Usage")
  1073. return lua_stringFromEnum_VertexFormatUsage((VertexFormat::Usage)value);
  1074. GP_ERROR("Unrecognized enumeration type '%s'.", enumname.c_str());
  1075. return enumStringEmpty;
  1076. }
  1077. >>>>>>> 56056e69d8e0dfc651a52a1888c65c01d0f1f51d
  1078. }