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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_Effect.h"
- #include "Base.h"
- #include "Effect.h"
- #include "FileSystem.h"
- #include "Game.h"
- #include "Ref.h"
- namespace gameplay
- {
- void luaRegister_Effect()
- {
- const luaL_Reg lua_members[] =
- {
- {"addRef", lua_Effect_addRef},
- {"bind", lua_Effect_bind},
- {"getId", lua_Effect_getId},
- {"getRefCount", lua_Effect_getRefCount},
- {"getUniform", lua_Effect_getUniform},
- {"getUniformCount", lua_Effect_getUniformCount},
- {"getVertexAttribute", lua_Effect_getVertexAttribute},
- {"release", lua_Effect_release},
- {"setValue", lua_Effect_setValue},
- {NULL, NULL}
- };
- const luaL_Reg lua_statics[] =
- {
- {"createFromFile", lua_Effect_static_createFromFile},
- {"createFromSource", lua_Effect_static_createFromSource},
- {"getCurrentEffect", lua_Effect_static_getCurrentEffect},
- {NULL, NULL}
- };
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("Effect", lua_members, NULL, lua_Effect__gc, lua_statics, scopePath);
- }
- static Effect* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "Effect");
- luaL_argcheck(state, userdata != NULL, 1, "'Effect' expected.");
- return (Effect*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_Effect__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, "Effect");
- luaL_argcheck(state, userdata != NULL, 1, "'Effect' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- Effect* instance = (Effect*)object->instance;
- SAFE_RELEASE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_Effect__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_Effect_addRef(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))
- {
- Effect* instance = getInstance(state);
- instance->addRef();
-
- return 0;
- }
- lua_pushstring(state, "lua_Effect_addRef - 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_Effect_bind(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))
- {
- Effect* instance = getInstance(state);
- instance->bind();
-
- return 0;
- }
- lua_pushstring(state, "lua_Effect_bind - 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_Effect_getId(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))
- {
- Effect* instance = getInstance(state);
- const char* result = instance->getId();
- // Push the return value onto the stack.
- lua_pushstring(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Effect_getId - 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_Effect_getRefCount(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))
- {
- Effect* instance = getInstance(state);
- unsigned int result = instance->getRefCount();
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Effect_getRefCount - 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_Effect_getUniform(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:
- {
- do
- {
- 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);
- Effect* instance = getInstance(state);
- void* returnPtr = (void*)instance->getUniform(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, "Uniform");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- do
- {
- 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);
- Effect* instance = getInstance(state);
- void* returnPtr = (void*)instance->getUniform(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, "Uniform");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_Effect_getUniform - 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_Effect_getUniformCount(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))
- {
- Effect* instance = getInstance(state);
- unsigned int result = instance->getUniformCount();
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Effect_getUniformCount - 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_Effect_getVertexAttribute(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);
- Effect* instance = getInstance(state);
- void* returnPtr = (void*)new GLint(instance->getVertexAttribute(param1));
- if (returnPtr)
- {
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
- object->instance = returnPtr;
- object->owns = true;
- luaL_getmetatable(state, "GLint");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Effect_getVertexAttribute - 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_Effect_release(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))
- {
- Effect* instance = getInstance(state);
- instance->release();
-
- return 0;
- }
- lua_pushstring(state, "lua_Effect_release - 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_Effect_setValue(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:
- {
- do
- {
- 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_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- int param2 = (int)luaL_checkint(state, 3);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- gameplay::ScriptUtil::LuaArray<int> param2 = gameplay::ScriptUtil::getIntPointer(3);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", true, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, *param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", true, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, *param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, *param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", true, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, *param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Texture::Sampler> param2 = gameplay::ScriptUtil::getObjectPointer<Texture::Sampler>(3, "TextureSampler", false, ¶m2Valid);
- if (!param2Valid)
- break;
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_Effect_setValue - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 4:
- {
- do
- {
- 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_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA) &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param2 = gameplay::ScriptUtil::getFloatPointer(3);
- // Get parameter 3 off the stack.
- unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2, param3);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TTABLE || lua_type(state, 3) == LUA_TLIGHTUSERDATA) &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- gameplay::ScriptUtil::LuaArray<int> param2 = gameplay::ScriptUtil::getIntPointer(3);
- // Get parameter 3 off the stack.
- unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2, param3);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Matrix> param2 = gameplay::ScriptUtil::getObjectPointer<Matrix>(3, "Matrix", false, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2, param3);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param2 = gameplay::ScriptUtil::getObjectPointer<Vector2>(3, "Vector2", false, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2, param3);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2, param3);
-
- return 0;
- }
- } while (0);
- do
- {
- 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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Uniform> param1 = gameplay::ScriptUtil::getObjectPointer<Uniform>(2, "Uniform", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param2 = gameplay::ScriptUtil::getObjectPointer<Vector4>(3, "Vector4", false, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4);
- Effect* instance = getInstance(state);
- instance->setValue(param1, param2, param3);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_Effect_setValue - 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 or 4).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Effect_static_createFromFile(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_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- const char* param1 = gameplay::ScriptUtil::getString(1, false);
- // Get parameter 2 off the stack.
- const char* param2 = gameplay::ScriptUtil::getString(2, false);
- void* returnPtr = (void*)Effect::createFromFile(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, "Effect");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Effect_static_createFromFile - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 3:
- {
- if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- const char* param1 = gameplay::ScriptUtil::getString(1, false);
- // Get parameter 2 off the stack.
- const char* param2 = gameplay::ScriptUtil::getString(2, false);
- // Get parameter 3 off the stack.
- const char* param3 = gameplay::ScriptUtil::getString(3, false);
- void* returnPtr = (void*)Effect::createFromFile(param1, param2, param3);
- 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, "Effect");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Effect_static_createFromFile - 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_Effect_static_createFromSource(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_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- const char* param1 = gameplay::ScriptUtil::getString(1, false);
- // Get parameter 2 off the stack.
- const char* param2 = gameplay::ScriptUtil::getString(2, false);
- void* returnPtr = (void*)Effect::createFromSource(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, "Effect");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Effect_static_createFromSource - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 3:
- {
- if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- const char* param1 = gameplay::ScriptUtil::getString(1, false);
- // Get parameter 2 off the stack.
- const char* param2 = gameplay::ScriptUtil::getString(2, false);
- // Get parameter 3 off the stack.
- const char* param3 = gameplay::ScriptUtil::getString(3, false);
- void* returnPtr = (void*)Effect::createFromSource(param1, param2, param3);
- 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, "Effect");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Effect_static_createFromSource - 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_Effect_static_getCurrentEffect(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*)Effect::getCurrentEffect();
- 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, "Effect");
- 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;
- }
- }
|