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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_Game.h"
- #include "Base.h"
- #include "ControlFactory.h"
- #include "FileSystem.h"
- #include "FrameBuffer.h"
- #include "Game.h"
- #include "Platform.h"
- #include "RenderState.h"
- #include "SceneLoader.h"
- #include "lua_GameClearFlags.h"
- #include "lua_GameState.h"
- #include "lua_GamepadGamepadEvent.h"
- #include "lua_GestureGestureEvent.h"
- #include "lua_KeyboardKeyEvent.h"
- #include "lua_MouseMouseEvent.h"
- #include "lua_TouchTouchEvent.h"
- namespace gameplay
- {
- void luaRegister_Game()
- {
- const luaL_Reg lua_members[] =
- {
- {"canExit", lua_Game_canExit},
- {"clear", lua_Game_clear},
- {"displayKeyboard", lua_Game_displayKeyboard},
- {"exit", lua_Game_exit},
- {"frame", lua_Game_frame},
- {"gamepadEvent", lua_Game_gamepadEvent},
- {"gesturePinchEvent", lua_Game_gesturePinchEvent},
- {"gestureSwipeEvent", lua_Game_gestureSwipeEvent},
- {"gestureTapEvent", lua_Game_gestureTapEvent},
- {"getAIController", lua_Game_getAIController},
- {"getAccelerometerValues", lua_Game_getAccelerometerValues},
- {"getAnimationController", lua_Game_getAnimationController},
- {"getAspectRatio", lua_Game_getAspectRatio},
- {"getAudioController", lua_Game_getAudioController},
- {"getAudioListener", lua_Game_getAudioListener},
- {"getConfig", lua_Game_getConfig},
- {"getFrameRate", lua_Game_getFrameRate},
- {"getGamepad", lua_Game_getGamepad},
- {"getGamepadCount", lua_Game_getGamepadCount},
- {"getHeight", lua_Game_getHeight},
- {"getPhysicsController", lua_Game_getPhysicsController},
- {"getScriptController", lua_Game_getScriptController},
- {"getSensorValues", lua_Game_getSensorValues},
- {"getState", lua_Game_getState},
- {"getViewport", lua_Game_getViewport},
- {"getWidth", lua_Game_getWidth},
- {"hasAccelerometer", lua_Game_hasAccelerometer},
- {"hasMouse", lua_Game_hasMouse},
- {"isCursorVisible", lua_Game_isCursorVisible},
- {"isGestureRegistered", lua_Game_isGestureRegistered},
- {"isGestureSupported", lua_Game_isGestureSupported},
- {"isInitialized", lua_Game_isInitialized},
- {"isMouseCaptured", lua_Game_isMouseCaptured},
- {"isMultiSampling", lua_Game_isMultiSampling},
- {"isMultiTouch", lua_Game_isMultiTouch},
- {"keyEvent", lua_Game_keyEvent},
- {"launchURL", lua_Game_launchURL},
- {"mouseEvent", lua_Game_mouseEvent},
- {"pause", lua_Game_pause},
- {"registerGesture", lua_Game_registerGesture},
- {"resizeEvent", lua_Game_resizeEvent},
- {"resume", lua_Game_resume},
- {"run", lua_Game_run},
- {"schedule", lua_Game_schedule},
- {"setCursorVisible", lua_Game_setCursorVisible},
- {"setMouseCaptured", lua_Game_setMouseCaptured},
- {"setMultiSampling", lua_Game_setMultiSampling},
- {"setMultiTouch", lua_Game_setMultiTouch},
- {"setViewport", lua_Game_setViewport},
- {"touchEvent", lua_Game_touchEvent},
- {"unregisterGesture", lua_Game_unregisterGesture},
- {NULL, NULL}
- };
- const luaL_Reg lua_statics[] =
- {
- {"getAbsoluteTime", lua_Game_static_getAbsoluteTime},
- {"getGameTime", lua_Game_static_getGameTime},
- {"getInstance", lua_Game_static_getInstance},
- {"isVsync", lua_Game_static_isVsync},
- {"setVsync", lua_Game_static_setVsync},
- {NULL, NULL}
- };
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("Game", lua_members, NULL, lua_Game__gc, lua_statics, scopePath);
- }
- static Game* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "Game");
- luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
- return (Game*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_Game__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, "Game");
- luaL_argcheck(state, userdata != NULL, 1, "'Game' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- Game* instance = (Game*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_Game__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_Game_canExit(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))
- {
- Game* instance = getInstance(state);
- bool result = instance->canExit();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_canExit - 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_Game_clear(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 5:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- Game::ClearFlags param1 = (Game::ClearFlags)lua_enumFromString_GameClearFlags(luaL_checkstring(state, 2));
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- int param4 = (int)luaL_checkint(state, 5);
- Game* instance = getInstance(state);
- instance->clear(param1, *param2, param3, param4);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_Game_clear - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 8:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- Game::ClearFlags param1 = (Game::ClearFlags)lua_enumFromString_GameClearFlags(luaL_checkstring(state, 2));
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- int param7 = (int)luaL_checkint(state, 8);
- Game* instance = getInstance(state);
- instance->clear(param1, param2, param3, param4, param5, param6, param7);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_Game_clear - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 5 or 8).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_displayKeyboard(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_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
- Game* instance = getInstance(state);
- instance->displayKeyboard(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_displayKeyboard - 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_Game_exit(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))
- {
- Game* instance = getInstance(state);
- instance->exit();
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_exit - 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_Game_frame(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))
- {
- Game* instance = getInstance(state);
- instance->frame();
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_frame - 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_Game_gamepadEvent(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 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- Gamepad::GamepadEvent param1 = (Gamepad::GamepadEvent)lua_enumFromString_GamepadGamepadEvent(luaL_checkstring(state, 2));
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Gamepad> param2 = gameplay::ScriptUtil::getObjectPointer<Gamepad>(3, "Gamepad", false, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Gamepad'.");
- lua_error(state);
- }
- Game* instance = getInstance(state);
- instance->gamepadEvent(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_gamepadEvent - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_gesturePinchEvent(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 4:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- int param1 = (int)luaL_checkint(state, 2);
- // Get parameter 2 off the stack.
- int param2 = (int)luaL_checkint(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- Game* instance = getInstance(state);
- instance->gesturePinchEvent(param1, param2, param3);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_gesturePinchEvent - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 4).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_gestureSwipeEvent(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 4:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- int param1 = (int)luaL_checkint(state, 2);
- // Get parameter 2 off the stack.
- int param2 = (int)luaL_checkint(state, 3);
- // Get parameter 3 off the stack.
- int param3 = (int)luaL_checkint(state, 4);
- Game* instance = getInstance(state);
- instance->gestureSwipeEvent(param1, param2, param3);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_gestureSwipeEvent - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 4).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_gestureTapEvent(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 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- int param1 = (int)luaL_checkint(state, 2);
- // Get parameter 2 off the stack.
- int param2 = (int)luaL_checkint(state, 3);
- Game* instance = getInstance(state);
- instance->gestureTapEvent(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_gestureTapEvent - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_getAIController(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))
- {
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getAIController();
- 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, "AIController");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getAIController - 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_Game_getAccelerometerValues(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 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
- (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
- {
- // Get parameter 1 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
- // Get parameter 2 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
- Game* instance = getInstance(state);
- instance->getAccelerometerValues(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_getAccelerometerValues - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_getAnimationController(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))
- {
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getAnimationController();
- 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, "AnimationController");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getAnimationController - 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_Game_getAspectRatio(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))
- {
- Game* instance = getInstance(state);
- float result = instance->getAspectRatio();
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_getAspectRatio - 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_Game_getAudioController(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))
- {
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getAudioController();
- 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, "AudioController");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getAudioController - 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_Game_getAudioListener(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))
- {
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getAudioListener();
- 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, "AudioListener");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getAudioListener - 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_Game_getConfig(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))
- {
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getConfig();
- 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, "Properties");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getConfig - 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_Game_getFrameRate(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))
- {
- Game* instance = getInstance(state);
- unsigned int result = instance->getFrameRate();
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_getFrameRate - 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_Game_getGamepad(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_TNUMBER)
- {
- // Get parameter 1 off the stack.
- unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getGamepad(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, "Gamepad");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getGamepad - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
- // Get parameter 2 off the stack.
- bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getGamepad(param1, param2);
- 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, "Gamepad");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getGamepad - 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 or 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_getGamepadCount(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))
- {
- Game* instance = getInstance(state);
- unsigned int result = instance->getGamepadCount();
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_getGamepadCount - 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_Game_getHeight(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))
- {
- Game* instance = getInstance(state);
- unsigned int result = instance->getHeight();
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_getHeight - 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_Game_getPhysicsController(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))
- {
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getPhysicsController();
- 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, "PhysicsController");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getPhysicsController - 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_Game_getScriptController(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))
- {
- Game* instance = getInstance(state);
- void* returnPtr = (void*)instance->getScriptController();
- 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, "ScriptController");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getScriptController - 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_Game_getSensorValues(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 7:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
- (lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA) &&
- (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
- (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) &&
- (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) &&
- (lua_type(state, 7) == LUA_TTABLE || lua_type(state, 7) == LUA_TLIGHTUSERDATA))
- {
- // Get parameter 1 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
- // Get parameter 2 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
- // Get parameter 3 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param3 = gameplay::ScriptUtil::getFloatPointer(4);
- // Get parameter 4 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param4 = gameplay::ScriptUtil::getFloatPointer(5);
- // Get parameter 5 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param5 = gameplay::ScriptUtil::getFloatPointer(6);
- // Get parameter 6 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param6 = gameplay::ScriptUtil::getFloatPointer(7);
- Game* instance = getInstance(state);
- instance->getSensorValues(param1, param2, param3, param4, param5, param6);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_getSensorValues - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 7).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_getState(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))
- {
- Game* instance = getInstance(state);
- Game::State result = instance->getState();
- // Push the return value onto the stack.
- lua_pushstring(state, lua_stringFromEnum_GameState(result));
- return 1;
- }
- lua_pushstring(state, "lua_Game_getState - 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_Game_getViewport(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))
- {
- Game* instance = getInstance(state);
- void* returnPtr = (void*)&(instance->getViewport());
- 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, "Rectangle");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Game_getViewport - 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_Game_getWidth(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))
- {
- Game* instance = getInstance(state);
- unsigned int result = instance->getWidth();
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_getWidth - 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_Game_hasAccelerometer(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))
- {
- Game* instance = getInstance(state);
- bool result = instance->hasAccelerometer();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_hasAccelerometer - 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_Game_hasMouse(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))
- {
- Game* instance = getInstance(state);
- bool result = instance->hasMouse();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_hasMouse - 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_Game_isCursorVisible(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))
- {
- Game* instance = getInstance(state);
- bool result = instance->isCursorVisible();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_isCursorVisible - 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_Game_isGestureRegistered(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_TSTRING || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
- Game* instance = getInstance(state);
- bool result = instance->isGestureRegistered(param1);
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_isGestureRegistered - 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_Game_isGestureSupported(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_TSTRING || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
- Game* instance = getInstance(state);
- bool result = instance->isGestureSupported(param1);
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_isGestureSupported - 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_Game_isInitialized(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))
- {
- Game* instance = getInstance(state);
- bool result = instance->isInitialized();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_isInitialized - 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_Game_isMouseCaptured(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))
- {
- Game* instance = getInstance(state);
- bool result = instance->isMouseCaptured();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_isMouseCaptured - 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_Game_isMultiSampling(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))
- {
- Game* instance = getInstance(state);
- bool result = instance->isMultiSampling();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_isMultiSampling - 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_Game_isMultiTouch(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))
- {
- Game* instance = getInstance(state);
- bool result = instance->isMultiTouch();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_isMultiTouch - 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_Game_keyEvent(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 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
- lua_type(state, 3) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- Keyboard::KeyEvent param1 = (Keyboard::KeyEvent)lua_enumFromString_KeyboardKeyEvent(luaL_checkstring(state, 2));
- // Get parameter 2 off the stack.
- int param2 = (int)luaL_checkint(state, 3);
- Game* instance = getInstance(state);
- instance->keyEvent(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_keyEvent - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_launchURL(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_TSTRING || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- const char* param1 = gameplay::ScriptUtil::getString(2, false);
- Game* instance = getInstance(state);
- bool result = instance->launchURL(param1);
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_launchURL - 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_Game_mouseEvent(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 5:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- Mouse::MouseEvent param1 = (Mouse::MouseEvent)lua_enumFromString_MouseMouseEvent(luaL_checkstring(state, 2));
- // Get parameter 2 off the stack.
- int param2 = (int)luaL_checkint(state, 3);
- // Get parameter 3 off the stack.
- int param3 = (int)luaL_checkint(state, 4);
- // Get parameter 4 off the stack.
- int param4 = (int)luaL_checkint(state, 5);
- Game* instance = getInstance(state);
- bool result = instance->mouseEvent(param1, param2, param3, param4);
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_mouseEvent - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 5).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_pause(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))
- {
- Game* instance = getInstance(state);
- instance->pause();
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_pause - 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_Game_registerGesture(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_TSTRING || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
- Game* instance = getInstance(state);
- instance->registerGesture(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_registerGesture - 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_Game_resizeEvent(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 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
- // Get parameter 2 off the stack.
- unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
- Game* instance = getInstance(state);
- instance->resizeEvent(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_resizeEvent - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_resume(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))
- {
- Game* instance = getInstance(state);
- instance->resume();
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_resume - 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_Game_run(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))
- {
- Game* instance = getInstance(state);
- int result = instance->run();
- // Push the return value onto the stack.
- lua_pushinteger(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Game_run - 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_Game_schedule(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 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- const char* param2 = gameplay::ScriptUtil::getString(3, false);
- Game* instance = getInstance(state);
- instance->schedule(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_schedule - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_setCursorVisible(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_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
- Game* instance = getInstance(state);
- instance->setCursorVisible(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_setCursorVisible - 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_Game_setMouseCaptured(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_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
- Game* instance = getInstance(state);
- instance->setMouseCaptured(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_setMouseCaptured - 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_Game_setMultiSampling(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_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
- Game* instance = getInstance(state);
- instance->setMultiSampling(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_setMultiSampling - 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_Game_setMultiTouch(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_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
- Game* instance = getInstance(state);
- instance->setMultiTouch(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_setMultiTouch - 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_Game_setViewport(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Rectangle'.");
- lua_error(state);
- }
- Game* instance = getInstance(state);
- instance->setViewport(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_setViewport - 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_Game_static_getAbsoluteTime(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 0:
- {
- double result = Game::getAbsoluteTime();
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_static_getGameTime(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 0:
- {
- double result = Game::getGameTime();
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_static_getInstance(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 0:
- {
- void* returnPtr = (void*)Game::getInstance();
- 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, "Game");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_static_isVsync(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 0:
- {
- bool result = Game::isVsync();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_static_setVsync(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_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 1);
- Game::setVsync(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_static_setVsync - 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_Game_touchEvent(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 5:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- Touch::TouchEvent param1 = (Touch::TouchEvent)lua_enumFromString_TouchTouchEvent(luaL_checkstring(state, 2));
- // Get parameter 2 off the stack.
- int param2 = (int)luaL_checkint(state, 3);
- // Get parameter 3 off the stack.
- int param3 = (int)luaL_checkint(state, 4);
- // Get parameter 4 off the stack.
- unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 5);
- Game* instance = getInstance(state);
- instance->touchEvent(param1, param2, param3, param4);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_touchEvent - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 5).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Game_unregisterGesture(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_TSTRING || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- Gesture::GestureEvent param1 = (Gesture::GestureEvent)lua_enumFromString_GestureGestureEvent(luaL_checkstring(state, 2));
- Game* instance = getInstance(state);
- instance->unregisterGesture(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Game_unregisterGesture - 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;
- }
- }
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