| 1234567891011121314151617181920212223242526272829303132333435363738 |
- #include "Base.h"
- #include "lua_MeshIndexFormat.h"
- namespace gameplay
- {
- static const char* enumStringEmpty = "";
- static const char* luaEnumString_MeshIndexFormat_INDEX8 = "INDEX8";
- static const char* luaEnumString_MeshIndexFormat_INDEX16 = "INDEX16";
- static const char* luaEnumString_MeshIndexFormat_INDEX32 = "INDEX32";
- Mesh::IndexFormat lua_enumFromString_MeshIndexFormat(const char* s)
- {
- if (strcmp(s, luaEnumString_MeshIndexFormat_INDEX8) == 0)
- return Mesh::INDEX8;
- if (strcmp(s, luaEnumString_MeshIndexFormat_INDEX16) == 0)
- return Mesh::INDEX16;
- if (strcmp(s, luaEnumString_MeshIndexFormat_INDEX32) == 0)
- return Mesh::INDEX32;
- GP_ERROR("Invalid enumeration value '%s' for enumeration Mesh::IndexFormat.", s);
- return Mesh::INDEX8;
- }
- const char* lua_stringFromEnum_MeshIndexFormat(Mesh::IndexFormat e)
- {
- if (e == Mesh::INDEX8)
- return luaEnumString_MeshIndexFormat_INDEX8;
- if (e == Mesh::INDEX16)
- return luaEnumString_MeshIndexFormat_INDEX16;
- if (e == Mesh::INDEX32)
- return luaEnumString_MeshIndexFormat_INDEX32;
- GP_ERROR("Invalid enumeration value '%d' for enumeration Mesh::IndexFormat.", e);
- return enumStringEmpty;
- }
- }
|