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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_SceneRenderer.h"
- #include "Base.h"
- #include "SceneRenderer.h"
- namespace gameplay
- {
- void luaRegister_SceneRenderer()
- {
- const luaL_Reg lua_members[] =
- {
- {"render", lua_SceneRenderer_render},
- {NULL, NULL}
- };
- const luaL_Reg* lua_statics = NULL;
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("SceneRenderer", lua_members, NULL, lua_SceneRenderer__gc, lua_statics, scopePath);
- }
- static SceneRenderer* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "SceneRenderer");
- luaL_argcheck(state, userdata != NULL, 1, "'SceneRenderer' expected.");
- return (SceneRenderer*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_SceneRenderer__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, "SceneRenderer");
- luaL_argcheck(state, userdata != NULL, 1, "'SceneRenderer' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- SceneRenderer* instance = (SceneRenderer*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_SceneRenderer__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_SceneRenderer_render(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 2:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<VisibleSet> param1 = gameplay::ScriptUtil::getObjectPointer<VisibleSet>(2, "VisibleSet", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'VisibleSet'.");
- lua_error(state);
- }
- SceneRenderer* instance = getInstance(state);
- unsigned int result = instance->render(param1);
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_SceneRenderer_render - 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_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
- lua_type(state, 3) == LUA_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<VisibleSet> param1 = gameplay::ScriptUtil::getObjectPointer<VisibleSet>(2, "VisibleSet", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'VisibleSet'.");
- lua_error(state);
- }
- // Get parameter 2 off the stack.
- bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3);
- SceneRenderer* instance = getInstance(state);
- unsigned int result = instance->render(param1, param2);
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_SceneRenderer_render - 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;
- }
- }
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