lua_PhysicsCollisionShapeDefinition.cpp 4.8 KB

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  1. #include "Base.h"
  2. #include "ScriptController.h"
  3. #include "lua_PhysicsCollisionShapeDefinition.h"
  4. #include "Base.h"
  5. #include "Game.h"
  6. #include "Node.h"
  7. #include "PhysicsCollisionShape.h"
  8. #include "Properties.h"
  9. #include "Ref.h"
  10. #include "lua_PhysicsCollisionShapeType.h"
  11. namespace gameplay
  12. {
  13. void luaRegister_PhysicsCollisionShapeDefinition()
  14. {
  15. const luaL_Reg lua_members[] =
  16. {
  17. {NULL, NULL}
  18. };
  19. const luaL_Reg* lua_statics = NULL;
  20. std::vector<std::string> scopePath;
  21. scopePath.push_back("PhysicsCollisionShape");
  22. ScriptUtil::registerClass("PhysicsCollisionShapeDefinition", lua_members, lua_PhysicsCollisionShapeDefinition__init, lua_PhysicsCollisionShapeDefinition__gc, lua_statics, scopePath);
  23. }
  24. static PhysicsCollisionShape::Definition* getInstance(lua_State* state)
  25. {
  26. void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShapeDefinition");
  27. luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShapeDefinition' expected.");
  28. return (PhysicsCollisionShape::Definition*)((ScriptUtil::LuaObject*)userdata)->instance;
  29. }
  30. int lua_PhysicsCollisionShapeDefinition__gc(lua_State* state)
  31. {
  32. // Get the number of parameters.
  33. int paramCount = lua_gettop(state);
  34. // Attempt to match the parameters to a valid binding.
  35. switch (paramCount)
  36. {
  37. case 1:
  38. {
  39. if ((lua_type(state, 1) == LUA_TUSERDATA))
  40. {
  41. void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShapeDefinition");
  42. luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShapeDefinition' expected.");
  43. ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata;
  44. if (object->owns)
  45. {
  46. PhysicsCollisionShape::Definition* instance = (PhysicsCollisionShape::Definition*)object->instance;
  47. SAFE_DELETE(instance);
  48. }
  49. return 0;
  50. }
  51. else
  52. {
  53. lua_pushstring(state, "lua_PhysicsCollisionShapeDefinition__gc - Failed to match the given parameters to a valid function signature.");
  54. lua_error(state);
  55. }
  56. break;
  57. }
  58. default:
  59. {
  60. lua_pushstring(state, "Invalid number of parameters (expected 1).");
  61. lua_error(state);
  62. break;
  63. }
  64. }
  65. return 0;
  66. }
  67. int lua_PhysicsCollisionShapeDefinition__init(lua_State* state)
  68. {
  69. // Get the number of parameters.
  70. int paramCount = lua_gettop(state);
  71. // Attempt to match the parameters to a valid binding.
  72. switch (paramCount)
  73. {
  74. case 0:
  75. {
  76. void* returnPtr = (void*)new PhysicsCollisionShape::Definition();
  77. if (returnPtr)
  78. {
  79. ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
  80. object->instance = returnPtr;
  81. object->owns = true;
  82. luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
  83. lua_setmetatable(state, -2);
  84. }
  85. else
  86. {
  87. lua_pushnil(state);
  88. }
  89. return 1;
  90. break;
  91. }
  92. case 1:
  93. {
  94. if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL))
  95. {
  96. // Get parameter 1 off the stack.
  97. PhysicsCollisionShape::Definition* param1 = ScriptUtil::getObjectPointer<PhysicsCollisionShape::Definition>(1, "PhysicsCollisionShapeDefinition", true);
  98. void* returnPtr = (void*)new PhysicsCollisionShape::Definition(*param1);
  99. if (returnPtr)
  100. {
  101. ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject));
  102. object->instance = returnPtr;
  103. object->owns = true;
  104. luaL_getmetatable(state, "PhysicsCollisionShapeDefinition");
  105. lua_setmetatable(state, -2);
  106. }
  107. else
  108. {
  109. lua_pushnil(state);
  110. }
  111. return 1;
  112. }
  113. else
  114. {
  115. lua_pushstring(state, "lua_PhysicsCollisionShapeDefinition__init - Failed to match the given parameters to a valid function signature.");
  116. lua_error(state);
  117. }
  118. break;
  119. }
  120. default:
  121. {
  122. lua_pushstring(state, "Invalid number of parameters (expected 0 or 1).");
  123. lua_error(state);
  124. break;
  125. }
  126. }
  127. return 0;
  128. }
  129. }