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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_Keyboard.h"
- #include "Keyboard.h"
- namespace gameplay
- {
- void luaRegister_Keyboard()
- {
- const luaL_Reg lua_members[] =
- {
- {NULL, NULL}
- };
- const luaL_Reg* lua_statics = NULL;
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("Keyboard", lua_members, NULL, lua_Keyboard__gc, lua_statics, scopePath);
- }
- static Keyboard* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "Keyboard");
- luaL_argcheck(state, userdata != NULL, 1, "'Keyboard' expected.");
- return (Keyboard*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_Keyboard__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, "Keyboard");
- luaL_argcheck(state, userdata != NULL, 1, "'Keyboard' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- Keyboard* instance = (Keyboard*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_Keyboard__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;
- }
- }
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