lua_Global.cpp 64 KB

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  1. #include "ScriptController.h"
  2. #include "lua_Global.h"
  3. namespace gameplay
  4. {
  5. void luaRegister_lua_Global()
  6. {
  7. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Button");
  8. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "CheckBox");
  9. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Container");
  10. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Control");
  11. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Form");
  12. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "ImageControl");
  13. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Joint");
  14. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Joystick");
  15. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Label");
  16. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "MaterialParameter");
  17. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Node");
  18. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "RadioButton");
  19. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Slider");
  20. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "TextBox");
  21. gameplay::ScriptUtil::setGlobalHierarchyPair("AnimationTarget", "Transform");
  22. gameplay::ScriptUtil::setGlobalHierarchyPair("Button", "CheckBox");
  23. gameplay::ScriptUtil::setGlobalHierarchyPair("Button", "ImageControl");
  24. gameplay::ScriptUtil::setGlobalHierarchyPair("Button", "RadioButton");
  25. gameplay::ScriptUtil::setGlobalHierarchyPair("Container", "Form");
  26. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Button");
  27. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "CheckBox");
  28. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Container");
  29. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Form");
  30. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "ImageControl");
  31. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Joystick");
  32. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Label");
  33. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "RadioButton");
  34. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "Slider");
  35. gameplay::ScriptUtil::setGlobalHierarchyPair("Control", "TextBox");
  36. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "Button");
  37. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "CheckBox");
  38. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "ImageControl");
  39. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "RadioButton");
  40. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "Slider");
  41. gameplay::ScriptUtil::setGlobalHierarchyPair("Label", "TextBox");
  42. gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "AbsoluteLayout");
  43. gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "FlowLayout");
  44. gameplay::ScriptUtil::setGlobalHierarchyPair("Layout", "VerticalLayout");
  45. gameplay::ScriptUtil::setGlobalHierarchyPair("Node", "Joint");
  46. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsCharacter");
  47. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsGhostObject");
  48. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsRigidBody");
  49. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsVehicle");
  50. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsCollisionObject", "PhysicsVehicleWheel");
  51. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsFixedConstraint");
  52. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsGenericConstraint");
  53. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsHingeConstraint");
  54. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsSocketConstraint");
  55. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsConstraint", "PhysicsSpringConstraint");
  56. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGenericConstraint", "PhysicsFixedConstraint");
  57. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGenericConstraint", "PhysicsSpringConstraint");
  58. gameplay::ScriptUtil::setGlobalHierarchyPair("PhysicsGhostObject", "PhysicsCharacter");
  59. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AIAgent");
  60. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AIState");
  61. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AbsoluteLayout");
  62. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Animation");
  63. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AnimationClip");
  64. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AudioBuffer");
  65. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "AudioSource");
  66. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Bundle");
  67. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Button");
  68. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Camera");
  69. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "CheckBox");
  70. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Container");
  71. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Control");
  72. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Curve");
  73. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "DepthStencilTarget");
  74. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Effect");
  75. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "FlowLayout");
  76. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Font");
  77. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Form");
  78. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "FrameBuffer");
  79. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "HeightField");
  80. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Image");
  81. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "ImageControl");
  82. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Joint");
  83. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Joystick");
  84. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Label");
  85. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Layout");
  86. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Light");
  87. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Material");
  88. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "MaterialParameter");
  89. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Mesh");
  90. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Model");
  91. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Node");
  92. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "ParticleEmitter");
  93. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Pass");
  94. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "PhysicsCollisionShape");
  95. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RadioButton");
  96. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderState");
  97. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderState::StateBlock");
  98. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "RenderTarget");
  99. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Scene");
  100. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Slider");
  101. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Technique");
  102. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Terrain");
  103. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "TextBox");
  104. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Texture");
  105. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Texture::Sampler");
  106. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Theme");
  107. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "Theme::ThemeImage");
  108. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "VertexAttributeBinding");
  109. gameplay::ScriptUtil::setGlobalHierarchyPair("Ref", "VerticalLayout");
  110. gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Material");
  111. gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Pass");
  112. gameplay::ScriptUtil::setGlobalHierarchyPair("RenderState", "Technique");
  113. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "AIAgent");
  114. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "AIState");
  115. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Button");
  116. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "CheckBox");
  117. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Container");
  118. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Control");
  119. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Form");
  120. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "ImageControl");
  121. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joint");
  122. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Joystick");
  123. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Label");
  124. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Node");
  125. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "PhysicsController");
  126. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "RadioButton");
  127. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Slider");
  128. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "TextBox");
  129. gameplay::ScriptUtil::setGlobalHierarchyPair("ScriptTarget", "Transform");
  130. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform", "Joint");
  131. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform", "Node");
  132. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "AudioListener");
  133. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "AudioSource");
  134. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "Camera");
  135. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "MeshSkin");
  136. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsCharacter");
  137. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsGhostObject");
  138. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "PhysicsRigidBody");
  139. gameplay::ScriptUtil::setGlobalHierarchyPair("Transform::Listener", "Terrain");
  140. gameplay::ScriptUtil::addStringFromEnumConversionFunction(&gameplay::lua_stringFromEnumGlobal);
  141. // Register enumeration AIMessage::ParameterType.
  142. {
  143. std::vector<std::string> scopePath;
  144. scopePath.push_back("AIMessage");
  145. gameplay::ScriptUtil::registerConstantString("UNDEFINED", "UNDEFINED", scopePath);
  146. gameplay::ScriptUtil::registerConstantString("INTEGER", "INTEGER", scopePath);
  147. gameplay::ScriptUtil::registerConstantString("LONG", "LONG", scopePath);
  148. gameplay::ScriptUtil::registerConstantString("FLOAT", "FLOAT", scopePath);
  149. gameplay::ScriptUtil::registerConstantString("DOUBLE", "DOUBLE", scopePath);
  150. gameplay::ScriptUtil::registerConstantString("BOOLEAN", "BOOLEAN", scopePath);
  151. gameplay::ScriptUtil::registerConstantString("STRING", "STRING", scopePath);
  152. }
  153. // Register enumeration AnimationClip::Listener::EventType.
  154. {
  155. std::vector<std::string> scopePath;
  156. scopePath.push_back("AnimationClip");
  157. scopePath.push_back("Listener");
  158. gameplay::ScriptUtil::registerConstantString("BEGIN", "BEGIN", scopePath);
  159. gameplay::ScriptUtil::registerConstantString("END", "END", scopePath);
  160. gameplay::ScriptUtil::registerConstantString("TIME", "TIME", scopePath);
  161. }
  162. // Register enumeration AudioSource::State.
  163. {
  164. std::vector<std::string> scopePath;
  165. scopePath.push_back("AudioSource");
  166. gameplay::ScriptUtil::registerConstantString("INITIAL", "INITIAL", scopePath);
  167. gameplay::ScriptUtil::registerConstantString("PLAYING", "PLAYING", scopePath);
  168. gameplay::ScriptUtil::registerConstantString("PAUSED", "PAUSED", scopePath);
  169. gameplay::ScriptUtil::registerConstantString("STOPPED", "STOPPED", scopePath);
  170. }
  171. // Register enumeration Camera::Type.
  172. {
  173. std::vector<std::string> scopePath;
  174. scopePath.push_back("Camera");
  175. gameplay::ScriptUtil::registerConstantString("PERSPECTIVE", "PERSPECTIVE", scopePath);
  176. gameplay::ScriptUtil::registerConstantString("ORTHOGRAPHIC", "ORTHOGRAPHIC", scopePath);
  177. }
  178. // Register enumeration Container::Scroll.
  179. {
  180. std::vector<std::string> scopePath;
  181. scopePath.push_back("Container");
  182. gameplay::ScriptUtil::registerConstantString("SCROLL_NONE", "SCROLL_NONE", scopePath);
  183. gameplay::ScriptUtil::registerConstantString("SCROLL_HORIZONTAL", "SCROLL_HORIZONTAL", scopePath);
  184. gameplay::ScriptUtil::registerConstantString("SCROLL_VERTICAL", "SCROLL_VERTICAL", scopePath);
  185. gameplay::ScriptUtil::registerConstantString("SCROLL_BOTH", "SCROLL_BOTH", scopePath);
  186. }
  187. // Register enumeration Control::Alignment.
  188. {
  189. std::vector<std::string> scopePath;
  190. scopePath.push_back("Control");
  191. gameplay::ScriptUtil::registerConstantString("ALIGN_LEFT", "ALIGN_LEFT", scopePath);
  192. gameplay::ScriptUtil::registerConstantString("ALIGN_HCENTER", "ALIGN_HCENTER", scopePath);
  193. gameplay::ScriptUtil::registerConstantString("ALIGN_RIGHT", "ALIGN_RIGHT", scopePath);
  194. gameplay::ScriptUtil::registerConstantString("ALIGN_TOP", "ALIGN_TOP", scopePath);
  195. gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER", "ALIGN_VCENTER", scopePath);
  196. gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM", "ALIGN_BOTTOM", scopePath);
  197. gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_LEFT", "ALIGN_TOP_LEFT", scopePath);
  198. gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_LEFT", "ALIGN_VCENTER_LEFT", scopePath);
  199. gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_LEFT", "ALIGN_BOTTOM_LEFT", scopePath);
  200. gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_HCENTER", "ALIGN_TOP_HCENTER", scopePath);
  201. gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_HCENTER", "ALIGN_VCENTER_HCENTER", scopePath);
  202. gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_HCENTER", "ALIGN_BOTTOM_HCENTER", scopePath);
  203. gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_RIGHT", "ALIGN_TOP_RIGHT", scopePath);
  204. gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_RIGHT", "ALIGN_VCENTER_RIGHT", scopePath);
  205. gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_RIGHT", "ALIGN_BOTTOM_RIGHT", scopePath);
  206. }
  207. // Register enumeration Control::Listener::EventType.
  208. {
  209. std::vector<std::string> scopePath;
  210. scopePath.push_back("Control");
  211. scopePath.push_back("Listener");
  212. gameplay::ScriptUtil::registerConstantString("PRESS", "PRESS", scopePath);
  213. gameplay::ScriptUtil::registerConstantString("RELEASE", "RELEASE", scopePath);
  214. gameplay::ScriptUtil::registerConstantString("CLICK", "CLICK", scopePath);
  215. gameplay::ScriptUtil::registerConstantString("VALUE_CHANGED", "VALUE_CHANGED", scopePath);
  216. gameplay::ScriptUtil::registerConstantString("TEXT_CHANGED", "TEXT_CHANGED", scopePath);
  217. gameplay::ScriptUtil::registerConstantString("MIDDLE_CLICK", "MIDDLE_CLICK", scopePath);
  218. gameplay::ScriptUtil::registerConstantString("RIGHT_CLICK", "RIGHT_CLICK", scopePath);
  219. }
  220. // Register enumeration Control::State.
  221. {
  222. std::vector<std::string> scopePath;
  223. scopePath.push_back("Control");
  224. gameplay::ScriptUtil::registerConstantString("NORMAL", "NORMAL", scopePath);
  225. gameplay::ScriptUtil::registerConstantString("FOCUS", "FOCUS", scopePath);
  226. gameplay::ScriptUtil::registerConstantString("ACTIVE", "ACTIVE", scopePath);
  227. gameplay::ScriptUtil::registerConstantString("DISABLED", "DISABLED", scopePath);
  228. }
  229. // Register enumeration Curve::InterpolationType.
  230. {
  231. std::vector<std::string> scopePath;
  232. scopePath.push_back("Curve");
  233. gameplay::ScriptUtil::registerConstantString("BEZIER", "BEZIER", scopePath);
  234. gameplay::ScriptUtil::registerConstantString("BSPLINE", "BSPLINE", scopePath);
  235. gameplay::ScriptUtil::registerConstantString("FLAT", "FLAT", scopePath);
  236. gameplay::ScriptUtil::registerConstantString("HERMITE", "HERMITE", scopePath);
  237. gameplay::ScriptUtil::registerConstantString("LINEAR", "LINEAR", scopePath);
  238. gameplay::ScriptUtil::registerConstantString("SMOOTH", "SMOOTH", scopePath);
  239. gameplay::ScriptUtil::registerConstantString("STEP", "STEP", scopePath);
  240. gameplay::ScriptUtil::registerConstantString("QUADRATIC_IN", "QUADRATIC_IN", scopePath);
  241. gameplay::ScriptUtil::registerConstantString("QUADRATIC_OUT", "QUADRATIC_OUT", scopePath);
  242. gameplay::ScriptUtil::registerConstantString("QUADRATIC_IN_OUT", "QUADRATIC_IN_OUT", scopePath);
  243. gameplay::ScriptUtil::registerConstantString("QUADRATIC_OUT_IN", "QUADRATIC_OUT_IN", scopePath);
  244. gameplay::ScriptUtil::registerConstantString("CUBIC_IN", "CUBIC_IN", scopePath);
  245. gameplay::ScriptUtil::registerConstantString("CUBIC_OUT", "CUBIC_OUT", scopePath);
  246. gameplay::ScriptUtil::registerConstantString("CUBIC_IN_OUT", "CUBIC_IN_OUT", scopePath);
  247. gameplay::ScriptUtil::registerConstantString("CUBIC_OUT_IN", "CUBIC_OUT_IN", scopePath);
  248. gameplay::ScriptUtil::registerConstantString("QUARTIC_IN", "QUARTIC_IN", scopePath);
  249. gameplay::ScriptUtil::registerConstantString("QUARTIC_OUT", "QUARTIC_OUT", scopePath);
  250. gameplay::ScriptUtil::registerConstantString("QUARTIC_IN_OUT", "QUARTIC_IN_OUT", scopePath);
  251. gameplay::ScriptUtil::registerConstantString("QUARTIC_OUT_IN", "QUARTIC_OUT_IN", scopePath);
  252. gameplay::ScriptUtil::registerConstantString("QUINTIC_IN", "QUINTIC_IN", scopePath);
  253. gameplay::ScriptUtil::registerConstantString("QUINTIC_OUT", "QUINTIC_OUT", scopePath);
  254. gameplay::ScriptUtil::registerConstantString("QUINTIC_IN_OUT", "QUINTIC_IN_OUT", scopePath);
  255. gameplay::ScriptUtil::registerConstantString("QUINTIC_OUT_IN", "QUINTIC_OUT_IN", scopePath);
  256. gameplay::ScriptUtil::registerConstantString("SINE_IN", "SINE_IN", scopePath);
  257. gameplay::ScriptUtil::registerConstantString("SINE_OUT", "SINE_OUT", scopePath);
  258. gameplay::ScriptUtil::registerConstantString("SINE_IN_OUT", "SINE_IN_OUT", scopePath);
  259. gameplay::ScriptUtil::registerConstantString("SINE_OUT_IN", "SINE_OUT_IN", scopePath);
  260. gameplay::ScriptUtil::registerConstantString("EXPONENTIAL_IN", "EXPONENTIAL_IN", scopePath);
  261. gameplay::ScriptUtil::registerConstantString("EXPONENTIAL_OUT", "EXPONENTIAL_OUT", scopePath);
  262. gameplay::ScriptUtil::registerConstantString("EXPONENTIAL_IN_OUT", "EXPONENTIAL_IN_OUT", scopePath);
  263. gameplay::ScriptUtil::registerConstantString("EXPONENTIAL_OUT_IN", "EXPONENTIAL_OUT_IN", scopePath);
  264. gameplay::ScriptUtil::registerConstantString("CIRCULAR_IN", "CIRCULAR_IN", scopePath);
  265. gameplay::ScriptUtil::registerConstantString("CIRCULAR_OUT", "CIRCULAR_OUT", scopePath);
  266. gameplay::ScriptUtil::registerConstantString("CIRCULAR_IN_OUT", "CIRCULAR_IN_OUT", scopePath);
  267. gameplay::ScriptUtil::registerConstantString("CIRCULAR_OUT_IN", "CIRCULAR_OUT_IN", scopePath);
  268. gameplay::ScriptUtil::registerConstantString("ELASTIC_IN", "ELASTIC_IN", scopePath);
  269. gameplay::ScriptUtil::registerConstantString("ELASTIC_OUT", "ELASTIC_OUT", scopePath);
  270. gameplay::ScriptUtil::registerConstantString("ELASTIC_IN_OUT", "ELASTIC_IN_OUT", scopePath);
  271. gameplay::ScriptUtil::registerConstantString("ELASTIC_OUT_IN", "ELASTIC_OUT_IN", scopePath);
  272. gameplay::ScriptUtil::registerConstantString("OVERSHOOT_IN", "OVERSHOOT_IN", scopePath);
  273. gameplay::ScriptUtil::registerConstantString("OVERSHOOT_OUT", "OVERSHOOT_OUT", scopePath);
  274. gameplay::ScriptUtil::registerConstantString("OVERSHOOT_IN_OUT", "OVERSHOOT_IN_OUT", scopePath);
  275. gameplay::ScriptUtil::registerConstantString("OVERSHOOT_OUT_IN", "OVERSHOOT_OUT_IN", scopePath);
  276. gameplay::ScriptUtil::registerConstantString("BOUNCE_IN", "BOUNCE_IN", scopePath);
  277. gameplay::ScriptUtil::registerConstantString("BOUNCE_OUT", "BOUNCE_OUT", scopePath);
  278. gameplay::ScriptUtil::registerConstantString("BOUNCE_IN_OUT", "BOUNCE_IN_OUT", scopePath);
  279. gameplay::ScriptUtil::registerConstantString("BOUNCE_OUT_IN", "BOUNCE_OUT_IN", scopePath);
  280. }
  281. // Register enumeration DepthStencilTarget::Format.
  282. {
  283. std::vector<std::string> scopePath;
  284. scopePath.push_back("DepthStencilTarget");
  285. gameplay::ScriptUtil::registerConstantString("DEPTH", "DEPTH", scopePath);
  286. gameplay::ScriptUtil::registerConstantString("DEPTH_STENCIL", "DEPTH_STENCIL", scopePath);
  287. }
  288. // Register enumeration Font::Justify.
  289. {
  290. std::vector<std::string> scopePath;
  291. scopePath.push_back("Font");
  292. gameplay::ScriptUtil::registerConstantString("ALIGN_LEFT", "ALIGN_LEFT", scopePath);
  293. gameplay::ScriptUtil::registerConstantString("ALIGN_HCENTER", "ALIGN_HCENTER", scopePath);
  294. gameplay::ScriptUtil::registerConstantString("ALIGN_RIGHT", "ALIGN_RIGHT", scopePath);
  295. gameplay::ScriptUtil::registerConstantString("ALIGN_TOP", "ALIGN_TOP", scopePath);
  296. gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER", "ALIGN_VCENTER", scopePath);
  297. gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM", "ALIGN_BOTTOM", scopePath);
  298. gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_LEFT", "ALIGN_TOP_LEFT", scopePath);
  299. gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_LEFT", "ALIGN_VCENTER_LEFT", scopePath);
  300. gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_LEFT", "ALIGN_BOTTOM_LEFT", scopePath);
  301. gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_HCENTER", "ALIGN_TOP_HCENTER", scopePath);
  302. gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_HCENTER", "ALIGN_VCENTER_HCENTER", scopePath);
  303. gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_HCENTER", "ALIGN_BOTTOM_HCENTER", scopePath);
  304. gameplay::ScriptUtil::registerConstantString("ALIGN_TOP_RIGHT", "ALIGN_TOP_RIGHT", scopePath);
  305. gameplay::ScriptUtil::registerConstantString("ALIGN_VCENTER_RIGHT", "ALIGN_VCENTER_RIGHT", scopePath);
  306. gameplay::ScriptUtil::registerConstantString("ALIGN_BOTTOM_RIGHT", "ALIGN_BOTTOM_RIGHT", scopePath);
  307. }
  308. // Register enumeration Font::Style.
  309. {
  310. std::vector<std::string> scopePath;
  311. scopePath.push_back("Font");
  312. gameplay::ScriptUtil::registerConstantString("PLAIN", "PLAIN", scopePath);
  313. gameplay::ScriptUtil::registerConstantString("BOLD", "BOLD", scopePath);
  314. gameplay::ScriptUtil::registerConstantString("ITALIC", "ITALIC", scopePath);
  315. gameplay::ScriptUtil::registerConstantString("BOLD_ITALIC", "BOLD_ITALIC", scopePath);
  316. }
  317. // Register enumeration Game::ClearFlags.
  318. {
  319. std::vector<std::string> scopePath;
  320. scopePath.push_back("Game");
  321. gameplay::ScriptUtil::registerConstantString("CLEAR_COLOR", "CLEAR_COLOR", scopePath);
  322. gameplay::ScriptUtil::registerConstantString("CLEAR_DEPTH", "CLEAR_DEPTH", scopePath);
  323. gameplay::ScriptUtil::registerConstantString("CLEAR_STENCIL", "CLEAR_STENCIL", scopePath);
  324. gameplay::ScriptUtil::registerConstantString("CLEAR_COLOR_DEPTH", "CLEAR_COLOR_DEPTH", scopePath);
  325. gameplay::ScriptUtil::registerConstantString("CLEAR_COLOR_STENCIL", "CLEAR_COLOR_STENCIL", scopePath);
  326. gameplay::ScriptUtil::registerConstantString("CLEAR_DEPTH_STENCIL", "CLEAR_DEPTH_STENCIL", scopePath);
  327. gameplay::ScriptUtil::registerConstantString("CLEAR_COLOR_DEPTH_STENCIL", "CLEAR_COLOR_DEPTH_STENCIL", scopePath);
  328. }
  329. // Register enumeration Game::State.
  330. {
  331. std::vector<std::string> scopePath;
  332. scopePath.push_back("Game");
  333. gameplay::ScriptUtil::registerConstantString("UNINITIALIZED", "UNINITIALIZED", scopePath);
  334. gameplay::ScriptUtil::registerConstantString("RUNNING", "RUNNING", scopePath);
  335. gameplay::ScriptUtil::registerConstantString("PAUSED", "PAUSED", scopePath);
  336. }
  337. // Register enumeration Gamepad::ButtonMapping.
  338. {
  339. std::vector<std::string> scopePath;
  340. scopePath.push_back("Gamepad");
  341. gameplay::ScriptUtil::registerConstantString("BUTTON_A", "BUTTON_A", scopePath);
  342. gameplay::ScriptUtil::registerConstantString("BUTTON_B", "BUTTON_B", scopePath);
  343. gameplay::ScriptUtil::registerConstantString("BUTTON_C", "BUTTON_C", scopePath);
  344. gameplay::ScriptUtil::registerConstantString("BUTTON_X", "BUTTON_X", scopePath);
  345. gameplay::ScriptUtil::registerConstantString("BUTTON_Y", "BUTTON_Y", scopePath);
  346. gameplay::ScriptUtil::registerConstantString("BUTTON_Z", "BUTTON_Z", scopePath);
  347. gameplay::ScriptUtil::registerConstantString("BUTTON_MENU1", "BUTTON_MENU1", scopePath);
  348. gameplay::ScriptUtil::registerConstantString("BUTTON_MENU2", "BUTTON_MENU2", scopePath);
  349. gameplay::ScriptUtil::registerConstantString("BUTTON_MENU3", "BUTTON_MENU3", scopePath);
  350. gameplay::ScriptUtil::registerConstantString("BUTTON_MENU4", "BUTTON_MENU4", scopePath);
  351. gameplay::ScriptUtil::registerConstantString("BUTTON_L1", "BUTTON_L1", scopePath);
  352. gameplay::ScriptUtil::registerConstantString("BUTTON_L2", "BUTTON_L2", scopePath);
  353. gameplay::ScriptUtil::registerConstantString("BUTTON_L3", "BUTTON_L3", scopePath);
  354. gameplay::ScriptUtil::registerConstantString("BUTTON_R1", "BUTTON_R1", scopePath);
  355. gameplay::ScriptUtil::registerConstantString("BUTTON_R2", "BUTTON_R2", scopePath);
  356. gameplay::ScriptUtil::registerConstantString("BUTTON_R3", "BUTTON_R3", scopePath);
  357. gameplay::ScriptUtil::registerConstantString("BUTTON_UP", "BUTTON_UP", scopePath);
  358. gameplay::ScriptUtil::registerConstantString("BUTTON_DOWN", "BUTTON_DOWN", scopePath);
  359. gameplay::ScriptUtil::registerConstantString("BUTTON_LEFT", "BUTTON_LEFT", scopePath);
  360. gameplay::ScriptUtil::registerConstantString("BUTTON_RIGHT", "BUTTON_RIGHT", scopePath);
  361. }
  362. // Register enumeration Gamepad::GamepadEvent.
  363. {
  364. std::vector<std::string> scopePath;
  365. scopePath.push_back("Gamepad");
  366. gameplay::ScriptUtil::registerConstantString("CONNECTED_EVENT", "CONNECTED_EVENT", scopePath);
  367. gameplay::ScriptUtil::registerConstantString("DISCONNECTED_EVENT", "DISCONNECTED_EVENT", scopePath);
  368. gameplay::ScriptUtil::registerConstantString("BUTTON_EVENT", "BUTTON_EVENT", scopePath);
  369. gameplay::ScriptUtil::registerConstantString("JOYSTICK_EVENT", "JOYSTICK_EVENT", scopePath);
  370. gameplay::ScriptUtil::registerConstantString("TRIGGER_EVENT", "TRIGGER_EVENT", scopePath);
  371. }
  372. // Register enumeration Gesture::GestureEvent.
  373. {
  374. std::vector<std::string> scopePath;
  375. scopePath.push_back("Gesture");
  376. gameplay::ScriptUtil::registerConstantString("GESTURE_TAP", "GESTURE_TAP", scopePath);
  377. gameplay::ScriptUtil::registerConstantString("GESTURE_SWIPE", "GESTURE_SWIPE", scopePath);
  378. gameplay::ScriptUtil::registerConstantString("GESTURE_PINCH", "GESTURE_PINCH", scopePath);
  379. gameplay::ScriptUtil::registerConstantString("GESTURE_ANY_SUPPORTED", "GESTURE_ANY_SUPPORTED", scopePath);
  380. }
  381. // Register enumeration Image::Format.
  382. {
  383. std::vector<std::string> scopePath;
  384. scopePath.push_back("Image");
  385. gameplay::ScriptUtil::registerConstantString("RGB", "RGB", scopePath);
  386. gameplay::ScriptUtil::registerConstantString("RGBA", "RGBA", scopePath);
  387. }
  388. // Register enumeration Keyboard::Key.
  389. {
  390. std::vector<std::string> scopePath;
  391. scopePath.push_back("Keyboard");
  392. gameplay::ScriptUtil::registerConstantString("KEY_NONE", "KEY_NONE", scopePath);
  393. gameplay::ScriptUtil::registerConstantString("KEY_PAUSE", "KEY_PAUSE", scopePath);
  394. gameplay::ScriptUtil::registerConstantString("KEY_SCROLL_LOCK", "KEY_SCROLL_LOCK", scopePath);
  395. gameplay::ScriptUtil::registerConstantString("KEY_PRINT", "KEY_PRINT", scopePath);
  396. gameplay::ScriptUtil::registerConstantString("KEY_SYSREQ", "KEY_SYSREQ", scopePath);
  397. gameplay::ScriptUtil::registerConstantString("KEY_BREAK", "KEY_BREAK", scopePath);
  398. gameplay::ScriptUtil::registerConstantString("KEY_ESCAPE", "KEY_ESCAPE", scopePath);
  399. gameplay::ScriptUtil::registerConstantString("KEY_BACKSPACE", "KEY_BACKSPACE", scopePath);
  400. gameplay::ScriptUtil::registerConstantString("KEY_TAB", "KEY_TAB", scopePath);
  401. gameplay::ScriptUtil::registerConstantString("KEY_BACK_TAB", "KEY_BACK_TAB", scopePath);
  402. gameplay::ScriptUtil::registerConstantString("KEY_RETURN", "KEY_RETURN", scopePath);
  403. gameplay::ScriptUtil::registerConstantString("KEY_CAPS_LOCK", "KEY_CAPS_LOCK", scopePath);
  404. gameplay::ScriptUtil::registerConstantString("KEY_SHIFT", "KEY_SHIFT", scopePath);
  405. gameplay::ScriptUtil::registerConstantString("KEY_CTRL", "KEY_CTRL", scopePath);
  406. gameplay::ScriptUtil::registerConstantString("KEY_ALT", "KEY_ALT", scopePath);
  407. gameplay::ScriptUtil::registerConstantString("KEY_MENU", "KEY_MENU", scopePath);
  408. gameplay::ScriptUtil::registerConstantString("KEY_HYPER", "KEY_HYPER", scopePath);
  409. gameplay::ScriptUtil::registerConstantString("KEY_INSERT", "KEY_INSERT", scopePath);
  410. gameplay::ScriptUtil::registerConstantString("KEY_HOME", "KEY_HOME", scopePath);
  411. gameplay::ScriptUtil::registerConstantString("KEY_PG_UP", "KEY_PG_UP", scopePath);
  412. gameplay::ScriptUtil::registerConstantString("KEY_DELETE", "KEY_DELETE", scopePath);
  413. gameplay::ScriptUtil::registerConstantString("KEY_END", "KEY_END", scopePath);
  414. gameplay::ScriptUtil::registerConstantString("KEY_PG_DOWN", "KEY_PG_DOWN", scopePath);
  415. gameplay::ScriptUtil::registerConstantString("KEY_LEFT_ARROW", "KEY_LEFT_ARROW", scopePath);
  416. gameplay::ScriptUtil::registerConstantString("KEY_RIGHT_ARROW", "KEY_RIGHT_ARROW", scopePath);
  417. gameplay::ScriptUtil::registerConstantString("KEY_UP_ARROW", "KEY_UP_ARROW", scopePath);
  418. gameplay::ScriptUtil::registerConstantString("KEY_DOWN_ARROW", "KEY_DOWN_ARROW", scopePath);
  419. gameplay::ScriptUtil::registerConstantString("KEY_NUM_LOCK", "KEY_NUM_LOCK", scopePath);
  420. gameplay::ScriptUtil::registerConstantString("KEY_KP_PLUS", "KEY_KP_PLUS", scopePath);
  421. gameplay::ScriptUtil::registerConstantString("KEY_KP_MINUS", "KEY_KP_MINUS", scopePath);
  422. gameplay::ScriptUtil::registerConstantString("KEY_KP_MULTIPLY", "KEY_KP_MULTIPLY", scopePath);
  423. gameplay::ScriptUtil::registerConstantString("KEY_KP_DIVIDE", "KEY_KP_DIVIDE", scopePath);
  424. gameplay::ScriptUtil::registerConstantString("KEY_KP_ENTER", "KEY_KP_ENTER", scopePath);
  425. gameplay::ScriptUtil::registerConstantString("KEY_KP_HOME", "KEY_KP_HOME", scopePath);
  426. gameplay::ScriptUtil::registerConstantString("KEY_KP_UP", "KEY_KP_UP", scopePath);
  427. gameplay::ScriptUtil::registerConstantString("KEY_KP_PG_UP", "KEY_KP_PG_UP", scopePath);
  428. gameplay::ScriptUtil::registerConstantString("KEY_KP_LEFT", "KEY_KP_LEFT", scopePath);
  429. gameplay::ScriptUtil::registerConstantString("KEY_KP_FIVE", "KEY_KP_FIVE", scopePath);
  430. gameplay::ScriptUtil::registerConstantString("KEY_KP_RIGHT", "KEY_KP_RIGHT", scopePath);
  431. gameplay::ScriptUtil::registerConstantString("KEY_KP_END", "KEY_KP_END", scopePath);
  432. gameplay::ScriptUtil::registerConstantString("KEY_KP_DOWN", "KEY_KP_DOWN", scopePath);
  433. gameplay::ScriptUtil::registerConstantString("KEY_KP_PG_DOWN", "KEY_KP_PG_DOWN", scopePath);
  434. gameplay::ScriptUtil::registerConstantString("KEY_KP_INSERT", "KEY_KP_INSERT", scopePath);
  435. gameplay::ScriptUtil::registerConstantString("KEY_KP_DELETE", "KEY_KP_DELETE", scopePath);
  436. gameplay::ScriptUtil::registerConstantString("KEY_F1", "KEY_F1", scopePath);
  437. gameplay::ScriptUtil::registerConstantString("KEY_F2", "KEY_F2", scopePath);
  438. gameplay::ScriptUtil::registerConstantString("KEY_F3", "KEY_F3", scopePath);
  439. gameplay::ScriptUtil::registerConstantString("KEY_F4", "KEY_F4", scopePath);
  440. gameplay::ScriptUtil::registerConstantString("KEY_F5", "KEY_F5", scopePath);
  441. gameplay::ScriptUtil::registerConstantString("KEY_F6", "KEY_F6", scopePath);
  442. gameplay::ScriptUtil::registerConstantString("KEY_F7", "KEY_F7", scopePath);
  443. gameplay::ScriptUtil::registerConstantString("KEY_F8", "KEY_F8", scopePath);
  444. gameplay::ScriptUtil::registerConstantString("KEY_F9", "KEY_F9", scopePath);
  445. gameplay::ScriptUtil::registerConstantString("KEY_F10", "KEY_F10", scopePath);
  446. gameplay::ScriptUtil::registerConstantString("KEY_F11", "KEY_F11", scopePath);
  447. gameplay::ScriptUtil::registerConstantString("KEY_F12", "KEY_F12", scopePath);
  448. gameplay::ScriptUtil::registerConstantString("KEY_SPACE", "KEY_SPACE", scopePath);
  449. gameplay::ScriptUtil::registerConstantString("KEY_EXCLAM", "KEY_EXCLAM", scopePath);
  450. gameplay::ScriptUtil::registerConstantString("KEY_QUOTE", "KEY_QUOTE", scopePath);
  451. gameplay::ScriptUtil::registerConstantString("KEY_NUMBER", "KEY_NUMBER", scopePath);
  452. gameplay::ScriptUtil::registerConstantString("KEY_DOLLAR", "KEY_DOLLAR", scopePath);
  453. gameplay::ScriptUtil::registerConstantString("KEY_PERCENT", "KEY_PERCENT", scopePath);
  454. gameplay::ScriptUtil::registerConstantString("KEY_CIRCUMFLEX", "KEY_CIRCUMFLEX", scopePath);
  455. gameplay::ScriptUtil::registerConstantString("KEY_AMPERSAND", "KEY_AMPERSAND", scopePath);
  456. gameplay::ScriptUtil::registerConstantString("KEY_APOSTROPHE", "KEY_APOSTROPHE", scopePath);
  457. gameplay::ScriptUtil::registerConstantString("KEY_LEFT_PARENTHESIS", "KEY_LEFT_PARENTHESIS", scopePath);
  458. gameplay::ScriptUtil::registerConstantString("KEY_RIGHT_PARENTHESIS", "KEY_RIGHT_PARENTHESIS", scopePath);
  459. gameplay::ScriptUtil::registerConstantString("KEY_ASTERISK", "KEY_ASTERISK", scopePath);
  460. gameplay::ScriptUtil::registerConstantString("KEY_PLUS", "KEY_PLUS", scopePath);
  461. gameplay::ScriptUtil::registerConstantString("KEY_COMMA", "KEY_COMMA", scopePath);
  462. gameplay::ScriptUtil::registerConstantString("KEY_MINUS", "KEY_MINUS", scopePath);
  463. gameplay::ScriptUtil::registerConstantString("KEY_PERIOD", "KEY_PERIOD", scopePath);
  464. gameplay::ScriptUtil::registerConstantString("KEY_SLASH", "KEY_SLASH", scopePath);
  465. gameplay::ScriptUtil::registerConstantString("KEY_ZERO", "KEY_ZERO", scopePath);
  466. gameplay::ScriptUtil::registerConstantString("KEY_ONE", "KEY_ONE", scopePath);
  467. gameplay::ScriptUtil::registerConstantString("KEY_TWO", "KEY_TWO", scopePath);
  468. gameplay::ScriptUtil::registerConstantString("KEY_THREE", "KEY_THREE", scopePath);
  469. gameplay::ScriptUtil::registerConstantString("KEY_FOUR", "KEY_FOUR", scopePath);
  470. gameplay::ScriptUtil::registerConstantString("KEY_FIVE", "KEY_FIVE", scopePath);
  471. gameplay::ScriptUtil::registerConstantString("KEY_SIX", "KEY_SIX", scopePath);
  472. gameplay::ScriptUtil::registerConstantString("KEY_SEVEN", "KEY_SEVEN", scopePath);
  473. gameplay::ScriptUtil::registerConstantString("KEY_EIGHT", "KEY_EIGHT", scopePath);
  474. gameplay::ScriptUtil::registerConstantString("KEY_NINE", "KEY_NINE", scopePath);
  475. gameplay::ScriptUtil::registerConstantString("KEY_COLON", "KEY_COLON", scopePath);
  476. gameplay::ScriptUtil::registerConstantString("KEY_SEMICOLON", "KEY_SEMICOLON", scopePath);
  477. gameplay::ScriptUtil::registerConstantString("KEY_LESS_THAN", "KEY_LESS_THAN", scopePath);
  478. gameplay::ScriptUtil::registerConstantString("KEY_EQUAL", "KEY_EQUAL", scopePath);
  479. gameplay::ScriptUtil::registerConstantString("KEY_GREATER_THAN", "KEY_GREATER_THAN", scopePath);
  480. gameplay::ScriptUtil::registerConstantString("KEY_QUESTION", "KEY_QUESTION", scopePath);
  481. gameplay::ScriptUtil::registerConstantString("KEY_AT", "KEY_AT", scopePath);
  482. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_A", "KEY_CAPITAL_A", scopePath);
  483. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_B", "KEY_CAPITAL_B", scopePath);
  484. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_C", "KEY_CAPITAL_C", scopePath);
  485. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_D", "KEY_CAPITAL_D", scopePath);
  486. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_E", "KEY_CAPITAL_E", scopePath);
  487. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_F", "KEY_CAPITAL_F", scopePath);
  488. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_G", "KEY_CAPITAL_G", scopePath);
  489. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_H", "KEY_CAPITAL_H", scopePath);
  490. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_I", "KEY_CAPITAL_I", scopePath);
  491. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_J", "KEY_CAPITAL_J", scopePath);
  492. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_K", "KEY_CAPITAL_K", scopePath);
  493. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_L", "KEY_CAPITAL_L", scopePath);
  494. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_M", "KEY_CAPITAL_M", scopePath);
  495. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_N", "KEY_CAPITAL_N", scopePath);
  496. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_O", "KEY_CAPITAL_O", scopePath);
  497. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_P", "KEY_CAPITAL_P", scopePath);
  498. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_Q", "KEY_CAPITAL_Q", scopePath);
  499. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_R", "KEY_CAPITAL_R", scopePath);
  500. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_S", "KEY_CAPITAL_S", scopePath);
  501. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_T", "KEY_CAPITAL_T", scopePath);
  502. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_U", "KEY_CAPITAL_U", scopePath);
  503. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_V", "KEY_CAPITAL_V", scopePath);
  504. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_W", "KEY_CAPITAL_W", scopePath);
  505. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_X", "KEY_CAPITAL_X", scopePath);
  506. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_Y", "KEY_CAPITAL_Y", scopePath);
  507. gameplay::ScriptUtil::registerConstantString("KEY_CAPITAL_Z", "KEY_CAPITAL_Z", scopePath);
  508. gameplay::ScriptUtil::registerConstantString("KEY_LEFT_BRACKET", "KEY_LEFT_BRACKET", scopePath);
  509. gameplay::ScriptUtil::registerConstantString("KEY_BACK_SLASH", "KEY_BACK_SLASH", scopePath);
  510. gameplay::ScriptUtil::registerConstantString("KEY_RIGHT_BRACKET", "KEY_RIGHT_BRACKET", scopePath);
  511. gameplay::ScriptUtil::registerConstantString("KEY_UNDERSCORE", "KEY_UNDERSCORE", scopePath);
  512. gameplay::ScriptUtil::registerConstantString("KEY_GRAVE", "KEY_GRAVE", scopePath);
  513. gameplay::ScriptUtil::registerConstantString("KEY_A", "KEY_A", scopePath);
  514. gameplay::ScriptUtil::registerConstantString("KEY_B", "KEY_B", scopePath);
  515. gameplay::ScriptUtil::registerConstantString("KEY_C", "KEY_C", scopePath);
  516. gameplay::ScriptUtil::registerConstantString("KEY_D", "KEY_D", scopePath);
  517. gameplay::ScriptUtil::registerConstantString("KEY_E", "KEY_E", scopePath);
  518. gameplay::ScriptUtil::registerConstantString("KEY_F", "KEY_F", scopePath);
  519. gameplay::ScriptUtil::registerConstantString("KEY_G", "KEY_G", scopePath);
  520. gameplay::ScriptUtil::registerConstantString("KEY_H", "KEY_H", scopePath);
  521. gameplay::ScriptUtil::registerConstantString("KEY_I", "KEY_I", scopePath);
  522. gameplay::ScriptUtil::registerConstantString("KEY_J", "KEY_J", scopePath);
  523. gameplay::ScriptUtil::registerConstantString("KEY_K", "KEY_K", scopePath);
  524. gameplay::ScriptUtil::registerConstantString("KEY_L", "KEY_L", scopePath);
  525. gameplay::ScriptUtil::registerConstantString("KEY_M", "KEY_M", scopePath);
  526. gameplay::ScriptUtil::registerConstantString("KEY_N", "KEY_N", scopePath);
  527. gameplay::ScriptUtil::registerConstantString("KEY_O", "KEY_O", scopePath);
  528. gameplay::ScriptUtil::registerConstantString("KEY_P", "KEY_P", scopePath);
  529. gameplay::ScriptUtil::registerConstantString("KEY_Q", "KEY_Q", scopePath);
  530. gameplay::ScriptUtil::registerConstantString("KEY_R", "KEY_R", scopePath);
  531. gameplay::ScriptUtil::registerConstantString("KEY_S", "KEY_S", scopePath);
  532. gameplay::ScriptUtil::registerConstantString("KEY_T", "KEY_T", scopePath);
  533. gameplay::ScriptUtil::registerConstantString("KEY_U", "KEY_U", scopePath);
  534. gameplay::ScriptUtil::registerConstantString("KEY_V", "KEY_V", scopePath);
  535. gameplay::ScriptUtil::registerConstantString("KEY_W", "KEY_W", scopePath);
  536. gameplay::ScriptUtil::registerConstantString("KEY_X", "KEY_X", scopePath);
  537. gameplay::ScriptUtil::registerConstantString("KEY_Y", "KEY_Y", scopePath);
  538. gameplay::ScriptUtil::registerConstantString("KEY_Z", "KEY_Z", scopePath);
  539. gameplay::ScriptUtil::registerConstantString("KEY_LEFT_BRACE", "KEY_LEFT_BRACE", scopePath);
  540. gameplay::ScriptUtil::registerConstantString("KEY_BAR", "KEY_BAR", scopePath);
  541. gameplay::ScriptUtil::registerConstantString("KEY_RIGHT_BRACE", "KEY_RIGHT_BRACE", scopePath);
  542. gameplay::ScriptUtil::registerConstantString("KEY_TILDE", "KEY_TILDE", scopePath);
  543. gameplay::ScriptUtil::registerConstantString("KEY_EURO", "KEY_EURO", scopePath);
  544. gameplay::ScriptUtil::registerConstantString("KEY_POUND", "KEY_POUND", scopePath);
  545. gameplay::ScriptUtil::registerConstantString("KEY_YEN", "KEY_YEN", scopePath);
  546. gameplay::ScriptUtil::registerConstantString("KEY_MIDDLE_DOT", "KEY_MIDDLE_DOT", scopePath);
  547. gameplay::ScriptUtil::registerConstantString("KEY_SEARCH", "KEY_SEARCH", scopePath);
  548. }
  549. // Register enumeration Keyboard::KeyEvent.
  550. {
  551. std::vector<std::string> scopePath;
  552. scopePath.push_back("Keyboard");
  553. gameplay::ScriptUtil::registerConstantString("KEY_PRESS", "KEY_PRESS", scopePath);
  554. gameplay::ScriptUtil::registerConstantString("KEY_RELEASE", "KEY_RELEASE", scopePath);
  555. gameplay::ScriptUtil::registerConstantString("KEY_CHAR", "KEY_CHAR", scopePath);
  556. }
  557. // Register enumeration Layout::Type.
  558. {
  559. std::vector<std::string> scopePath;
  560. scopePath.push_back("Layout");
  561. gameplay::ScriptUtil::registerConstantString("LAYOUT_FLOW", "LAYOUT_FLOW", scopePath);
  562. gameplay::ScriptUtil::registerConstantString("LAYOUT_VERTICAL", "LAYOUT_VERTICAL", scopePath);
  563. gameplay::ScriptUtil::registerConstantString("LAYOUT_ABSOLUTE", "LAYOUT_ABSOLUTE", scopePath);
  564. }
  565. // Register enumeration Light::Type.
  566. {
  567. std::vector<std::string> scopePath;
  568. scopePath.push_back("Light");
  569. gameplay::ScriptUtil::registerConstantString("DIRECTIONAL", "DIRECTIONAL", scopePath);
  570. gameplay::ScriptUtil::registerConstantString("POINT", "POINT", scopePath);
  571. gameplay::ScriptUtil::registerConstantString("SPOT", "SPOT", scopePath);
  572. }
  573. // Register enumeration Logger::Level.
  574. {
  575. std::vector<std::string> scopePath;
  576. scopePath.push_back("Logger");
  577. gameplay::ScriptUtil::registerConstantString("LEVEL_INFO", "LEVEL_INFO", scopePath);
  578. gameplay::ScriptUtil::registerConstantString("LEVEL_WARN", "LEVEL_WARN", scopePath);
  579. gameplay::ScriptUtil::registerConstantString("LEVEL_ERROR", "LEVEL_ERROR", scopePath);
  580. }
  581. // Register enumeration Mesh::IndexFormat.
  582. {
  583. std::vector<std::string> scopePath;
  584. scopePath.push_back("Mesh");
  585. gameplay::ScriptUtil::registerConstantString("INDEX8", "INDEX8", scopePath);
  586. gameplay::ScriptUtil::registerConstantString("INDEX16", "INDEX16", scopePath);
  587. gameplay::ScriptUtil::registerConstantString("INDEX32", "INDEX32", scopePath);
  588. }
  589. // Register enumeration Mesh::PrimitiveType.
  590. {
  591. std::vector<std::string> scopePath;
  592. scopePath.push_back("Mesh");
  593. gameplay::ScriptUtil::registerConstantString("TRIANGLES", "TRIANGLES", scopePath);
  594. gameplay::ScriptUtil::registerConstantString("TRIANGLE_STRIP", "TRIANGLE_STRIP", scopePath);
  595. gameplay::ScriptUtil::registerConstantString("LINES", "LINES", scopePath);
  596. gameplay::ScriptUtil::registerConstantString("LINE_STRIP", "LINE_STRIP", scopePath);
  597. gameplay::ScriptUtil::registerConstantString("POINTS", "POINTS", scopePath);
  598. }
  599. // Register enumeration Mouse::MouseEvent.
  600. {
  601. std::vector<std::string> scopePath;
  602. scopePath.push_back("Mouse");
  603. gameplay::ScriptUtil::registerConstantString("MOUSE_PRESS_LEFT_BUTTON", "MOUSE_PRESS_LEFT_BUTTON", scopePath);
  604. gameplay::ScriptUtil::registerConstantString("MOUSE_RELEASE_LEFT_BUTTON", "MOUSE_RELEASE_LEFT_BUTTON", scopePath);
  605. gameplay::ScriptUtil::registerConstantString("MOUSE_PRESS_MIDDLE_BUTTON", "MOUSE_PRESS_MIDDLE_BUTTON", scopePath);
  606. gameplay::ScriptUtil::registerConstantString("MOUSE_RELEASE_MIDDLE_BUTTON", "MOUSE_RELEASE_MIDDLE_BUTTON", scopePath);
  607. gameplay::ScriptUtil::registerConstantString("MOUSE_PRESS_RIGHT_BUTTON", "MOUSE_PRESS_RIGHT_BUTTON", scopePath);
  608. gameplay::ScriptUtil::registerConstantString("MOUSE_RELEASE_RIGHT_BUTTON", "MOUSE_RELEASE_RIGHT_BUTTON", scopePath);
  609. gameplay::ScriptUtil::registerConstantString("MOUSE_MOVE", "MOUSE_MOVE", scopePath);
  610. gameplay::ScriptUtil::registerConstantString("MOUSE_WHEEL", "MOUSE_WHEEL", scopePath);
  611. }
  612. // Register enumeration Node::Type.
  613. {
  614. std::vector<std::string> scopePath;
  615. scopePath.push_back("Node");
  616. gameplay::ScriptUtil::registerConstantString("NODE", "NODE", scopePath);
  617. gameplay::ScriptUtil::registerConstantString("JOINT", "JOINT", scopePath);
  618. }
  619. // Register enumeration ParticleEmitter::TextureBlending.
  620. {
  621. std::vector<std::string> scopePath;
  622. scopePath.push_back("ParticleEmitter");
  623. gameplay::ScriptUtil::registerConstantString("BLEND_OPAQUE", "BLEND_OPAQUE", scopePath);
  624. gameplay::ScriptUtil::registerConstantString("BLEND_TRANSPARENT", "BLEND_TRANSPARENT", scopePath);
  625. gameplay::ScriptUtil::registerConstantString("BLEND_ADDITIVE", "BLEND_ADDITIVE", scopePath);
  626. gameplay::ScriptUtil::registerConstantString("BLEND_MULTIPLIED", "BLEND_MULTIPLIED", scopePath);
  627. }
  628. // Register enumeration PhysicsCollisionObject::CollisionListener::EventType.
  629. {
  630. std::vector<std::string> scopePath;
  631. scopePath.push_back("PhysicsCollisionObject");
  632. scopePath.push_back("CollisionListener");
  633. gameplay::ScriptUtil::registerConstantString("COLLIDING", "COLLIDING", scopePath);
  634. gameplay::ScriptUtil::registerConstantString("NOT_COLLIDING", "NOT_COLLIDING", scopePath);
  635. }
  636. // Register enumeration PhysicsCollisionObject::Type.
  637. {
  638. std::vector<std::string> scopePath;
  639. scopePath.push_back("PhysicsCollisionObject");
  640. gameplay::ScriptUtil::registerConstantString("RIGID_BODY", "RIGID_BODY", scopePath);
  641. gameplay::ScriptUtil::registerConstantString("CHARACTER", "CHARACTER", scopePath);
  642. gameplay::ScriptUtil::registerConstantString("GHOST_OBJECT", "GHOST_OBJECT", scopePath);
  643. gameplay::ScriptUtil::registerConstantString("VEHICLE", "VEHICLE", scopePath);
  644. gameplay::ScriptUtil::registerConstantString("VEHICLE_WHEEL", "VEHICLE_WHEEL", scopePath);
  645. gameplay::ScriptUtil::registerConstantString("NONE", "NONE", scopePath);
  646. }
  647. // Register enumeration PhysicsCollisionShape::Type.
  648. {
  649. std::vector<std::string> scopePath;
  650. scopePath.push_back("PhysicsCollisionShape");
  651. gameplay::ScriptUtil::registerConstantString("SHAPE_NONE", "SHAPE_NONE", scopePath);
  652. gameplay::ScriptUtil::registerConstantString("SHAPE_BOX", "SHAPE_BOX", scopePath);
  653. gameplay::ScriptUtil::registerConstantString("SHAPE_SPHERE", "SHAPE_SPHERE", scopePath);
  654. gameplay::ScriptUtil::registerConstantString("SHAPE_CAPSULE", "SHAPE_CAPSULE", scopePath);
  655. gameplay::ScriptUtil::registerConstantString("SHAPE_MESH", "SHAPE_MESH", scopePath);
  656. gameplay::ScriptUtil::registerConstantString("SHAPE_HEIGHTFIELD", "SHAPE_HEIGHTFIELD", scopePath);
  657. }
  658. // Register enumeration PhysicsController::Listener::EventType.
  659. {
  660. std::vector<std::string> scopePath;
  661. scopePath.push_back("PhysicsController");
  662. scopePath.push_back("Listener");
  663. gameplay::ScriptUtil::registerConstantString("ACTIVATED", "ACTIVATED", scopePath);
  664. gameplay::ScriptUtil::registerConstantString("DEACTIVATED", "DEACTIVATED", scopePath);
  665. }
  666. // Register enumeration Properties::Type.
  667. {
  668. std::vector<std::string> scopePath;
  669. scopePath.push_back("Properties");
  670. gameplay::ScriptUtil::registerConstantString("NONE", "NONE", scopePath);
  671. gameplay::ScriptUtil::registerConstantString("STRING", "STRING", scopePath);
  672. gameplay::ScriptUtil::registerConstantString("NUMBER", "NUMBER", scopePath);
  673. gameplay::ScriptUtil::registerConstantString("VECTOR2", "VECTOR2", scopePath);
  674. gameplay::ScriptUtil::registerConstantString("VECTOR3", "VECTOR3", scopePath);
  675. gameplay::ScriptUtil::registerConstantString("VECTOR4", "VECTOR4", scopePath);
  676. gameplay::ScriptUtil::registerConstantString("MATRIX", "MATRIX", scopePath);
  677. }
  678. // Register enumeration RenderState::AutoBinding.
  679. {
  680. std::vector<std::string> scopePath;
  681. scopePath.push_back("RenderState");
  682. gameplay::ScriptUtil::registerConstantString("NONE", "NONE", scopePath);
  683. gameplay::ScriptUtil::registerConstantString("WORLD_MATRIX", "WORLD_MATRIX", scopePath);
  684. gameplay::ScriptUtil::registerConstantString("VIEW_MATRIX", "VIEW_MATRIX", scopePath);
  685. gameplay::ScriptUtil::registerConstantString("PROJECTION_MATRIX", "PROJECTION_MATRIX", scopePath);
  686. gameplay::ScriptUtil::registerConstantString("WORLD_VIEW_MATRIX", "WORLD_VIEW_MATRIX", scopePath);
  687. gameplay::ScriptUtil::registerConstantString("VIEW_PROJECTION_MATRIX", "VIEW_PROJECTION_MATRIX", scopePath);
  688. gameplay::ScriptUtil::registerConstantString("WORLD_VIEW_PROJECTION_MATRIX", "WORLD_VIEW_PROJECTION_MATRIX", scopePath);
  689. gameplay::ScriptUtil::registerConstantString("INVERSE_TRANSPOSE_WORLD_MATRIX", "INVERSE_TRANSPOSE_WORLD_MATRIX", scopePath);
  690. gameplay::ScriptUtil::registerConstantString("INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX", "INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX", scopePath);
  691. gameplay::ScriptUtil::registerConstantString("CAMERA_WORLD_POSITION", "CAMERA_WORLD_POSITION", scopePath);
  692. gameplay::ScriptUtil::registerConstantString("CAMERA_VIEW_POSITION", "CAMERA_VIEW_POSITION", scopePath);
  693. gameplay::ScriptUtil::registerConstantString("MATRIX_PALETTE", "MATRIX_PALETTE", scopePath);
  694. gameplay::ScriptUtil::registerConstantString("SCENE_AMBIENT_COLOR", "SCENE_AMBIENT_COLOR", scopePath);
  695. gameplay::ScriptUtil::registerConstantString("SCENE_LIGHT_COLOR", "SCENE_LIGHT_COLOR", scopePath);
  696. gameplay::ScriptUtil::registerConstantString("SCENE_LIGHT_DIRECTION", "SCENE_LIGHT_DIRECTION", scopePath);
  697. }
  698. // Register enumeration RenderState::Blend.
  699. {
  700. std::vector<std::string> scopePath;
  701. scopePath.push_back("RenderState");
  702. gameplay::ScriptUtil::registerConstantString("BLEND_ZERO", "BLEND_ZERO", scopePath);
  703. gameplay::ScriptUtil::registerConstantString("BLEND_ONE", "BLEND_ONE", scopePath);
  704. gameplay::ScriptUtil::registerConstantString("BLEND_SRC_COLOR", "BLEND_SRC_COLOR", scopePath);
  705. gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_SRC_COLOR", "BLEND_ONE_MINUS_SRC_COLOR", scopePath);
  706. gameplay::ScriptUtil::registerConstantString("BLEND_DST_COLOR", "BLEND_DST_COLOR", scopePath);
  707. gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_DST_COLOR", "BLEND_ONE_MINUS_DST_COLOR", scopePath);
  708. gameplay::ScriptUtil::registerConstantString("BLEND_SRC_ALPHA", "BLEND_SRC_ALPHA", scopePath);
  709. gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_SRC_ALPHA", "BLEND_ONE_MINUS_SRC_ALPHA", scopePath);
  710. gameplay::ScriptUtil::registerConstantString("BLEND_DST_ALPHA", "BLEND_DST_ALPHA", scopePath);
  711. gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_DST_ALPHA", "BLEND_ONE_MINUS_DST_ALPHA", scopePath);
  712. gameplay::ScriptUtil::registerConstantString("BLEND_CONSTANT_ALPHA", "BLEND_CONSTANT_ALPHA", scopePath);
  713. gameplay::ScriptUtil::registerConstantString("BLEND_ONE_MINUS_CONSTANT_ALPHA", "BLEND_ONE_MINUS_CONSTANT_ALPHA", scopePath);
  714. gameplay::ScriptUtil::registerConstantString("BLEND_SRC_ALPHA_SATURATE", "BLEND_SRC_ALPHA_SATURATE", scopePath);
  715. }
  716. // Register enumeration RenderState::DepthFunction.
  717. {
  718. std::vector<std::string> scopePath;
  719. scopePath.push_back("RenderState");
  720. gameplay::ScriptUtil::registerConstantString("DEPTH_NEVER", "DEPTH_NEVER", scopePath);
  721. gameplay::ScriptUtil::registerConstantString("DEPTH_LESS", "DEPTH_LESS", scopePath);
  722. gameplay::ScriptUtil::registerConstantString("DEPTH_EQUAL", "DEPTH_EQUAL", scopePath);
  723. gameplay::ScriptUtil::registerConstantString("DEPTH_LEQUAL", "DEPTH_LEQUAL", scopePath);
  724. gameplay::ScriptUtil::registerConstantString("DEPTH_GREATER", "DEPTH_GREATER", scopePath);
  725. gameplay::ScriptUtil::registerConstantString("DEPTH_NOTEQUAL", "DEPTH_NOTEQUAL", scopePath);
  726. gameplay::ScriptUtil::registerConstantString("DEPTH_GEQUAL", "DEPTH_GEQUAL", scopePath);
  727. gameplay::ScriptUtil::registerConstantString("DEPTH_ALWAYS", "DEPTH_ALWAYS", scopePath);
  728. }
  729. // Register enumeration Scene::DebugFlags.
  730. {
  731. std::vector<std::string> scopePath;
  732. scopePath.push_back("Scene");
  733. gameplay::ScriptUtil::registerConstantString("DEBUG_BOXES", "DEBUG_BOXES", scopePath);
  734. gameplay::ScriptUtil::registerConstantString("DEBUG_SPHERES", "DEBUG_SPHERES", scopePath);
  735. }
  736. // Register enumeration Terrain::Flags.
  737. {
  738. std::vector<std::string> scopePath;
  739. scopePath.push_back("Terrain");
  740. gameplay::ScriptUtil::registerConstantString("DEBUG_PATCHES", "DEBUG_PATCHES", scopePath);
  741. gameplay::ScriptUtil::registerConstantString("FRUSTUM_CULLING", "FRUSTUM_CULLING", scopePath);
  742. gameplay::ScriptUtil::registerConstantString("LEVEL_OF_DETAIL", "LEVEL_OF_DETAIL", scopePath);
  743. }
  744. // Register enumeration Texture::Filter.
  745. {
  746. std::vector<std::string> scopePath;
  747. scopePath.push_back("Texture");
  748. gameplay::ScriptUtil::registerConstantString("NEAREST", "NEAREST", scopePath);
  749. gameplay::ScriptUtil::registerConstantString("LINEAR", "LINEAR", scopePath);
  750. gameplay::ScriptUtil::registerConstantString("NEAREST_MIPMAP_NEAREST", "NEAREST_MIPMAP_NEAREST", scopePath);
  751. gameplay::ScriptUtil::registerConstantString("LINEAR_MIPMAP_NEAREST", "LINEAR_MIPMAP_NEAREST", scopePath);
  752. gameplay::ScriptUtil::registerConstantString("NEAREST_MIPMAP_LINEAR", "NEAREST_MIPMAP_LINEAR", scopePath);
  753. gameplay::ScriptUtil::registerConstantString("LINEAR_MIPMAP_LINEAR", "LINEAR_MIPMAP_LINEAR", scopePath);
  754. }
  755. // Register enumeration Texture::Format.
  756. {
  757. std::vector<std::string> scopePath;
  758. scopePath.push_back("Texture");
  759. gameplay::ScriptUtil::registerConstantString("UNKNOWN", "UNKNOWN", scopePath);
  760. gameplay::ScriptUtil::registerConstantString("RGB", "RGB", scopePath);
  761. gameplay::ScriptUtil::registerConstantString("RGBA", "RGBA", scopePath);
  762. gameplay::ScriptUtil::registerConstantString("ALPHA", "ALPHA", scopePath);
  763. }
  764. // Register enumeration Texture::Wrap.
  765. {
  766. std::vector<std::string> scopePath;
  767. scopePath.push_back("Texture");
  768. gameplay::ScriptUtil::registerConstantString("REPEAT", "REPEAT", scopePath);
  769. gameplay::ScriptUtil::registerConstantString("CLAMP", "CLAMP", scopePath);
  770. }
  771. // Register enumeration Touch::TouchEvent.
  772. {
  773. std::vector<std::string> scopePath;
  774. scopePath.push_back("Touch");
  775. gameplay::ScriptUtil::registerConstantString("TOUCH_PRESS", "TOUCH_PRESS", scopePath);
  776. gameplay::ScriptUtil::registerConstantString("TOUCH_RELEASE", "TOUCH_RELEASE", scopePath);
  777. gameplay::ScriptUtil::registerConstantString("TOUCH_MOVE", "TOUCH_MOVE", scopePath);
  778. }
  779. // Register enumeration VertexFormat::Usage.
  780. {
  781. std::vector<std::string> scopePath;
  782. scopePath.push_back("VertexFormat");
  783. gameplay::ScriptUtil::registerConstantString("POSITION", "POSITION", scopePath);
  784. gameplay::ScriptUtil::registerConstantString("NORMAL", "NORMAL", scopePath);
  785. gameplay::ScriptUtil::registerConstantString("COLOR", "COLOR", scopePath);
  786. gameplay::ScriptUtil::registerConstantString("TANGENT", "TANGENT", scopePath);
  787. gameplay::ScriptUtil::registerConstantString("BINORMAL", "BINORMAL", scopePath);
  788. gameplay::ScriptUtil::registerConstantString("BLENDWEIGHTS", "BLENDWEIGHTS", scopePath);
  789. gameplay::ScriptUtil::registerConstantString("BLENDINDICES", "BLENDINDICES", scopePath);
  790. gameplay::ScriptUtil::registerConstantString("TEXCOORD0", "TEXCOORD0", scopePath);
  791. gameplay::ScriptUtil::registerConstantString("TEXCOORD1", "TEXCOORD1", scopePath);
  792. gameplay::ScriptUtil::registerConstantString("TEXCOORD2", "TEXCOORD2", scopePath);
  793. gameplay::ScriptUtil::registerConstantString("TEXCOORD3", "TEXCOORD3", scopePath);
  794. gameplay::ScriptUtil::registerConstantString("TEXCOORD4", "TEXCOORD4", scopePath);
  795. gameplay::ScriptUtil::registerConstantString("TEXCOORD5", "TEXCOORD5", scopePath);
  796. gameplay::ScriptUtil::registerConstantString("TEXCOORD6", "TEXCOORD6", scopePath);
  797. gameplay::ScriptUtil::registerConstantString("TEXCOORD7", "TEXCOORD7", scopePath);
  798. }
  799. }
  800. static const char* enumStringEmpty = "";
  801. const char* lua_stringFromEnumGlobal(std::string& enumname, unsigned int value)
  802. {
  803. if (enumname == "AIMessage::ParameterType")
  804. return lua_stringFromEnum_AIMessageParameterType((AIMessage::ParameterType)value);
  805. if (enumname == "AnimationClip::Listener::EventType")
  806. return lua_stringFromEnum_AnimationClipListenerEventType((AnimationClip::Listener::EventType)value);
  807. if (enumname == "AudioSource::State")
  808. return lua_stringFromEnum_AudioSourceState((AudioSource::State)value);
  809. if (enumname == "Camera::Type")
  810. return lua_stringFromEnum_CameraType((Camera::Type)value);
  811. if (enumname == "Container::Scroll")
  812. return lua_stringFromEnum_ContainerScroll((Container::Scroll)value);
  813. if (enumname == "Control::Alignment")
  814. return lua_stringFromEnum_ControlAlignment((Control::Alignment)value);
  815. if (enumname == "Control::Listener::EventType")
  816. return lua_stringFromEnum_ControlListenerEventType((Control::Listener::EventType)value);
  817. if (enumname == "Control::State")
  818. return lua_stringFromEnum_ControlState((Control::State)value);
  819. if (enumname == "Curve::InterpolationType")
  820. return lua_stringFromEnum_CurveInterpolationType((Curve::InterpolationType)value);
  821. if (enumname == "DepthStencilTarget::Format")
  822. return lua_stringFromEnum_DepthStencilTargetFormat((DepthStencilTarget::Format)value);
  823. if (enumname == "Font::Justify")
  824. return lua_stringFromEnum_FontJustify((Font::Justify)value);
  825. if (enumname == "Font::Style")
  826. return lua_stringFromEnum_FontStyle((Font::Style)value);
  827. if (enumname == "Game::ClearFlags")
  828. return lua_stringFromEnum_GameClearFlags((Game::ClearFlags)value);
  829. if (enumname == "Game::State")
  830. return lua_stringFromEnum_GameState((Game::State)value);
  831. if (enumname == "Gamepad::ButtonMapping")
  832. return lua_stringFromEnum_GamepadButtonMapping((Gamepad::ButtonMapping)value);
  833. if (enumname == "Gamepad::GamepadEvent")
  834. return lua_stringFromEnum_GamepadGamepadEvent((Gamepad::GamepadEvent)value);
  835. if (enumname == "Gesture::GestureEvent")
  836. return lua_stringFromEnum_GestureGestureEvent((Gesture::GestureEvent)value);
  837. if (enumname == "Image::Format")
  838. return lua_stringFromEnum_ImageFormat((Image::Format)value);
  839. if (enumname == "Keyboard::Key")
  840. return lua_stringFromEnum_KeyboardKey((Keyboard::Key)value);
  841. if (enumname == "Keyboard::KeyEvent")
  842. return lua_stringFromEnum_KeyboardKeyEvent((Keyboard::KeyEvent)value);
  843. if (enumname == "Layout::Type")
  844. return lua_stringFromEnum_LayoutType((Layout::Type)value);
  845. if (enumname == "Light::Type")
  846. return lua_stringFromEnum_LightType((Light::Type)value);
  847. if (enumname == "Logger::Level")
  848. return lua_stringFromEnum_LoggerLevel((Logger::Level)value);
  849. if (enumname == "Mesh::IndexFormat")
  850. return lua_stringFromEnum_MeshIndexFormat((Mesh::IndexFormat)value);
  851. if (enumname == "Mesh::PrimitiveType")
  852. return lua_stringFromEnum_MeshPrimitiveType((Mesh::PrimitiveType)value);
  853. if (enumname == "Mouse::MouseEvent")
  854. return lua_stringFromEnum_MouseMouseEvent((Mouse::MouseEvent)value);
  855. if (enumname == "Node::Type")
  856. return lua_stringFromEnum_NodeType((Node::Type)value);
  857. if (enumname == "ParticleEmitter::TextureBlending")
  858. return lua_stringFromEnum_ParticleEmitterTextureBlending((ParticleEmitter::TextureBlending)value);
  859. if (enumname == "PhysicsCollisionObject::CollisionListener::EventType")
  860. return lua_stringFromEnum_PhysicsCollisionObjectCollisionListenerEventType((PhysicsCollisionObject::CollisionListener::EventType)value);
  861. if (enumname == "PhysicsCollisionObject::Type")
  862. return lua_stringFromEnum_PhysicsCollisionObjectType((PhysicsCollisionObject::Type)value);
  863. if (enumname == "PhysicsCollisionShape::Type")
  864. return lua_stringFromEnum_PhysicsCollisionShapeType((PhysicsCollisionShape::Type)value);
  865. if (enumname == "PhysicsController::Listener::EventType")
  866. return lua_stringFromEnum_PhysicsControllerListenerEventType((PhysicsController::Listener::EventType)value);
  867. if (enumname == "Properties::Type")
  868. return lua_stringFromEnum_PropertiesType((Properties::Type)value);
  869. if (enumname == "RenderState::AutoBinding")
  870. return lua_stringFromEnum_RenderStateAutoBinding((RenderState::AutoBinding)value);
  871. if (enumname == "RenderState::Blend")
  872. return lua_stringFromEnum_RenderStateBlend((RenderState::Blend)value);
  873. if (enumname == "RenderState::DepthFunction")
  874. return lua_stringFromEnum_RenderStateDepthFunction((RenderState::DepthFunction)value);
  875. if (enumname == "Scene::DebugFlags")
  876. return lua_stringFromEnum_SceneDebugFlags((Scene::DebugFlags)value);
  877. if (enumname == "Terrain::Flags")
  878. return lua_stringFromEnum_TerrainFlags((Terrain::Flags)value);
  879. if (enumname == "Texture::Filter")
  880. return lua_stringFromEnum_TextureFilter((Texture::Filter)value);
  881. if (enumname == "Texture::Format")
  882. return lua_stringFromEnum_TextureFormat((Texture::Format)value);
  883. if (enumname == "Texture::Wrap")
  884. return lua_stringFromEnum_TextureWrap((Texture::Wrap)value);
  885. if (enumname == "Touch::TouchEvent")
  886. return lua_stringFromEnum_TouchTouchEvent((Touch::TouchEvent)value);
  887. if (enumname == "VertexFormat::Usage")
  888. return lua_stringFromEnum_VertexFormatUsage((VertexFormat::Usage)value);
  889. GP_ERROR("Unrecognized enumeration type '%s'.", enumname.c_str());
  890. return enumStringEmpty;
  891. }
  892. }