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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_SpriteBatch.h"
- #include "Base.h"
- #include "Game.h"
- #include "Material.h"
- #include "SpriteBatch.h"
- namespace gameplay
- {
- void luaRegister_SpriteBatch()
- {
- const luaL_Reg lua_members[] =
- {
- {"draw", lua_SpriteBatch_draw},
- {"finish", lua_SpriteBatch_finish},
- {"getMaterial", lua_SpriteBatch_getMaterial},
- {"getProjectionMatrix", lua_SpriteBatch_getProjectionMatrix},
- {"getSampler", lua_SpriteBatch_getSampler},
- {"getStateBlock", lua_SpriteBatch_getStateBlock},
- {"isStarted", lua_SpriteBatch_isStarted},
- {"setProjectionMatrix", lua_SpriteBatch_setProjectionMatrix},
- {"start", lua_SpriteBatch_start},
- {NULL, NULL}
- };
- const luaL_Reg lua_statics[] =
- {
- {"create", lua_SpriteBatch_static_create},
- {NULL, NULL}
- };
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("SpriteBatch", lua_members, NULL, lua_SpriteBatch__gc, lua_statics, scopePath);
- }
- static SpriteBatch* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "SpriteBatch");
- luaL_argcheck(state, userdata != NULL, 1, "'SpriteBatch' expected.");
- return (SpriteBatch*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_SpriteBatch__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, "SpriteBatch");
- luaL_argcheck(state, userdata != NULL, 1, "'SpriteBatch' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- SpriteBatch* instance = (SpriteBatch*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_SpriteBatch__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_SpriteBatch_draw(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_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, ¶m2Valid);
- if (!param2Valid)
- break;
- SpriteBatch* instance = getInstance(state);
- instance->draw(*param1, *param2);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - 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_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
- (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param1 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(2, "Rectangle", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param3 = gameplay::ScriptUtil::getObjectPointer<Vector4>(4, "Vector4", true, ¶m3Valid);
- if (!param3Valid)
- break;
- SpriteBatch* instance = getInstance(state);
- instance->draw(*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_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
- (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param3 = gameplay::ScriptUtil::getObjectPointer<Vector2>(4, "Vector2", true, ¶m3Valid);
- if (!param3Valid)
- break;
- SpriteBatch* instance = getInstance(state);
- instance->draw(*param1, *param2, *param3);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 5:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
- (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
- (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param3 = gameplay::ScriptUtil::getObjectPointer<Vector2>(4, "Vector2", true, ¶m3Valid);
- if (!param3Valid)
- break;
- // Get parameter 4 off the stack.
- bool param4Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param4 = gameplay::ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, ¶m4Valid);
- if (!param4Valid)
- break;
- SpriteBatch* instance = getInstance(state);
- instance->draw(*param1, *param2, *param3, *param4);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 7:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
- (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
- (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL) &&
- (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TNIL) &&
- lua_type(state, 7) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param2 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(3, "Rectangle", true, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param3 = gameplay::ScriptUtil::getObjectPointer<Vector2>(4, "Vector2", true, ¶m3Valid);
- if (!param3Valid)
- break;
- // Get parameter 4 off the stack.
- bool param4Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param4 = gameplay::ScriptUtil::getObjectPointer<Vector4>(5, "Vector4", true, ¶m4Valid);
- if (!param4Valid)
- break;
- // Get parameter 5 off the stack.
- bool param5Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param5 = gameplay::ScriptUtil::getObjectPointer<Vector2>(6, "Vector2", true, ¶m5Valid);
- if (!param5Valid)
- break;
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- SpriteBatch* instance = getInstance(state);
- instance->draw(*param1, *param2, *param3, *param4, *param5, param6);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 10:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- lua_type(state, 9) == LUA_TNUMBER &&
- (lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- float param8 = (float)luaL_checknumber(state, 9);
- // Get parameter 9 off the stack.
- bool param9Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param9 = gameplay::ScriptUtil::getObjectPointer<Vector4>(10, "Vector4", true, ¶m9Valid);
- if (!param9Valid)
- break;
- SpriteBatch* instance = getInstance(state);
- instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, *param9);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 11:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TNIL) &&
- (lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) &&
- lua_type(state, 11) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- bool param8Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param8 = gameplay::ScriptUtil::getObjectPointer<Vector4>(9, "Vector4", true, ¶m8Valid);
- if (!param8Valid)
- break;
- // Get parameter 9 off the stack.
- bool param9Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param9 = gameplay::ScriptUtil::getObjectPointer<Vector2>(10, "Vector2", true, ¶m9Valid);
- if (!param9Valid)
- break;
- // Get parameter 10 off the stack.
- float param10 = (float)luaL_checknumber(state, 11);
- SpriteBatch* instance = getInstance(state);
- instance->draw(*param1, param2, param3, param4, param5, param6, param7, *param8, *param9, param10);
-
- return 0;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- lua_type(state, 9) == LUA_TNUMBER &&
- (lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) &&
- (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- float param8 = (float)luaL_checknumber(state, 9);
- // Get parameter 9 off the stack.
- bool param9Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param9 = gameplay::ScriptUtil::getObjectPointer<Vector4>(10, "Vector4", true, ¶m9Valid);
- if (!param9Valid)
- break;
- // Get parameter 10 off the stack.
- bool param10Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param10 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(11, "Rectangle", true, ¶m10Valid);
- if (!param10Valid)
- break;
- SpriteBatch* instance = getInstance(state);
- instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, *param9, *param10);
-
- return 0;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- lua_type(state, 9) == LUA_TNUMBER &&
- lua_type(state, 10) == LUA_TNUMBER &&
- (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- float param8 = (float)luaL_checknumber(state, 9);
- // Get parameter 9 off the stack.
- float param9 = (float)luaL_checknumber(state, 10);
- // Get parameter 10 off the stack.
- bool param10Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param10 = gameplay::ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true, ¶m10Valid);
- if (!param10Valid)
- break;
- SpriteBatch* instance = getInstance(state);
- instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 12:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TNIL) &&
- (lua_type(state, 10) == LUA_TUSERDATA || lua_type(state, 10) == LUA_TNIL) &&
- lua_type(state, 11) == LUA_TNUMBER &&
- lua_type(state, 12) == LUA_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- bool param8Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param8 = gameplay::ScriptUtil::getObjectPointer<Vector4>(9, "Vector4", true, ¶m8Valid);
- if (!param8Valid)
- break;
- // Get parameter 9 off the stack.
- bool param9Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param9 = gameplay::ScriptUtil::getObjectPointer<Vector2>(10, "Vector2", true, ¶m9Valid);
- if (!param9Valid)
- break;
- // Get parameter 10 off the stack.
- float param10 = (float)luaL_checknumber(state, 11);
- // Get parameter 11 off the stack.
- bool param11 = gameplay::ScriptUtil::luaCheckBool(state, 12);
- SpriteBatch* instance = getInstance(state);
- instance->draw(*param1, param2, param3, param4, param5, param6, param7, *param8, *param9, param10, param11);
-
- return 0;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- lua_type(state, 9) == LUA_TNUMBER &&
- lua_type(state, 10) == LUA_TNUMBER &&
- (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
- (lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- float param8 = (float)luaL_checknumber(state, 9);
- // Get parameter 9 off the stack.
- float param9 = (float)luaL_checknumber(state, 10);
- // Get parameter 10 off the stack.
- bool param10Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param10 = gameplay::ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true, ¶m10Valid);
- if (!param10Valid)
- break;
- // Get parameter 11 off the stack.
- bool param11Valid;
- gameplay::ScriptUtil::LuaArray<Rectangle> param11 = gameplay::ScriptUtil::getObjectPointer<Rectangle>(12, "Rectangle", true, ¶m11Valid);
- if (!param11Valid)
- break;
- SpriteBatch* instance = getInstance(state);
- instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, *param11);
-
- return 0;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- lua_type(state, 9) == LUA_TNUMBER &&
- lua_type(state, 10) == LUA_TNUMBER &&
- (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
- lua_type(state, 12) == LUA_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- float param8 = (float)luaL_checknumber(state, 9);
- // Get parameter 9 off the stack.
- float param9 = (float)luaL_checknumber(state, 10);
- // Get parameter 10 off the stack.
- bool param10Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param10 = gameplay::ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true, ¶m10Valid);
- if (!param10Valid)
- break;
- // Get parameter 11 off the stack.
- bool param11 = gameplay::ScriptUtil::luaCheckBool(state, 12);
- SpriteBatch* instance = getInstance(state);
- instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, param11);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 13:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- lua_type(state, 9) == LUA_TNUMBER &&
- lua_type(state, 10) == LUA_TNUMBER &&
- (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
- (lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) &&
- lua_type(state, 13) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- float param8 = (float)luaL_checknumber(state, 9);
- // Get parameter 9 off the stack.
- float param9 = (float)luaL_checknumber(state, 10);
- // Get parameter 10 off the stack.
- bool param10Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param10 = gameplay::ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true, ¶m10Valid);
- if (!param10Valid)
- break;
- // Get parameter 11 off the stack.
- bool param11Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param11 = gameplay::ScriptUtil::getObjectPointer<Vector2>(12, "Vector2", true, ¶m11Valid);
- if (!param11Valid)
- break;
- // Get parameter 12 off the stack.
- float param12 = (float)luaL_checknumber(state, 13);
- SpriteBatch* instance = getInstance(state);
- instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12);
-
- return 0;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
- (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- lua_type(state, 9) == LUA_TNUMBER &&
- lua_type(state, 10) == LUA_TNUMBER &&
- (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
- (lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) &&
- lua_type(state, 13) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶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;
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, ¶m3Valid);
- if (!param3Valid)
- break;
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- float param8 = (float)luaL_checknumber(state, 9);
- // Get parameter 9 off the stack.
- float param9 = (float)luaL_checknumber(state, 10);
- // Get parameter 10 off the stack.
- bool param10Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param10 = gameplay::ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true, ¶m10Valid);
- if (!param10Valid)
- break;
- // Get parameter 11 off the stack.
- bool param11Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param11 = gameplay::ScriptUtil::getObjectPointer<Vector2>(12, "Vector2", true, ¶m11Valid);
- if (!param11Valid)
- break;
- // Get parameter 12 off the stack.
- float param12 = (float)luaL_checknumber(state, 13);
- SpriteBatch* instance = getInstance(state);
- instance->draw(*param1, *param2, *param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 14:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER &&
- lua_type(state, 8) == LUA_TNUMBER &&
- lua_type(state, 9) == LUA_TNUMBER &&
- lua_type(state, 10) == LUA_TNUMBER &&
- (lua_type(state, 11) == LUA_TUSERDATA || lua_type(state, 11) == LUA_TNIL) &&
- (lua_type(state, 12) == LUA_TUSERDATA || lua_type(state, 12) == LUA_TNIL) &&
- lua_type(state, 13) == LUA_TNUMBER &&
- lua_type(state, 14) == LUA_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- // Get parameter 7 off the stack.
- float param7 = (float)luaL_checknumber(state, 8);
- // Get parameter 8 off the stack.
- float param8 = (float)luaL_checknumber(state, 9);
- // Get parameter 9 off the stack.
- float param9 = (float)luaL_checknumber(state, 10);
- // Get parameter 10 off the stack.
- bool param10Valid;
- gameplay::ScriptUtil::LuaArray<Vector4> param10 = gameplay::ScriptUtil::getObjectPointer<Vector4>(11, "Vector4", true, ¶m10Valid);
- if (!param10Valid)
- break;
- // Get parameter 11 off the stack.
- bool param11Valid;
- gameplay::ScriptUtil::LuaArray<Vector2> param11 = gameplay::ScriptUtil::getObjectPointer<Vector2>(12, "Vector2", true, ¶m11Valid);
- if (!param11Valid)
- break;
- // Get parameter 12 off the stack.
- float param12 = (float)luaL_checknumber(state, 13);
- // Get parameter 13 off the stack.
- bool param13 = gameplay::ScriptUtil::luaCheckBool(state, 14);
- SpriteBatch* instance = getInstance(state);
- instance->draw(param1, param2, param3, param4, param5, param6, param7, param8, param9, *param10, *param11, param12, param13);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_draw - 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, 4, 5, 7, 10, 11, 12, 13 or 14).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_SpriteBatch_finish(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))
- {
- SpriteBatch* instance = getInstance(state);
- instance->finish();
-
- return 0;
- }
- lua_pushstring(state, "lua_SpriteBatch_finish - 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_SpriteBatch_getMaterial(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))
- {
- SpriteBatch* instance = getInstance(state);
- void* returnPtr = (void*)instance->getMaterial();
- 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, "Material");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_SpriteBatch_getMaterial - 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_SpriteBatch_getProjectionMatrix(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))
- {
- SpriteBatch* instance = getInstance(state);
- void* returnPtr = (void*)&(instance->getProjectionMatrix());
- 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, "Matrix");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_SpriteBatch_getProjectionMatrix - 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_SpriteBatch_getSampler(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))
- {
- SpriteBatch* instance = getInstance(state);
- void* returnPtr = (void*)instance->getSampler();
- 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, "TextureSampler");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_SpriteBatch_getSampler - 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_SpriteBatch_getStateBlock(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))
- {
- SpriteBatch* instance = getInstance(state);
- void* returnPtr = (void*)instance->getStateBlock();
- 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, "RenderStateStateBlock");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_SpriteBatch_getStateBlock - 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_SpriteBatch_isStarted(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))
- {
- SpriteBatch* instance = getInstance(state);
- bool result = instance->isStarted();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_SpriteBatch_isStarted - 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_SpriteBatch_setProjectionMatrix(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 2:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
- lua_error(state);
- }
- SpriteBatch* instance = getInstance(state);
- instance->setProjectionMatrix(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_SpriteBatch_setProjectionMatrix - 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_SpriteBatch_start(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))
- {
- SpriteBatch* instance = getInstance(state);
- instance->start();
-
- return 0;
- }
- lua_pushstring(state, "lua_SpriteBatch_start - 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_SpriteBatch_static_create(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:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- const char* param1 = gameplay::ScriptUtil::getString(1, false);
- void* returnPtr = (void*)SpriteBatch::create(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, "SpriteBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Texture> param1 = gameplay::ScriptUtil::getObjectPointer<Texture>(1, "Texture", false, ¶m1Valid);
- if (!param1Valid)
- break;
- void* returnPtr = (void*)SpriteBatch::create(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, "SpriteBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_static_create - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 2:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || 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.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Effect> param2 = gameplay::ScriptUtil::getObjectPointer<Effect>(2, "Effect", false, ¶m2Valid);
- if (!param2Valid)
- break;
- void* returnPtr = (void*)SpriteBatch::create(param1, param2);
- 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, "SpriteBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Texture> param1 = gameplay::ScriptUtil::getObjectPointer<Texture>(1, "Texture", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Effect> param2 = gameplay::ScriptUtil::getObjectPointer<Effect>(2, "Effect", false, ¶m2Valid);
- if (!param2Valid)
- break;
- void* returnPtr = (void*)SpriteBatch::create(param1, param2);
- 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, "SpriteBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_static_create - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 3:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL) &&
- (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.
- const char* param1 = gameplay::ScriptUtil::getString(1, false);
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Effect> param2 = gameplay::ScriptUtil::getObjectPointer<Effect>(2, "Effect", false, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
- void* returnPtr = (void*)SpriteBatch::create(param1, param2, param3);
- 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, "SpriteBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) &&
- (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<Texture> param1 = gameplay::ScriptUtil::getObjectPointer<Texture>(1, "Texture", false, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Effect> param2 = gameplay::ScriptUtil::getObjectPointer<Effect>(2, "Effect", false, ¶m2Valid);
- if (!param2Valid)
- break;
- // Get parameter 3 off the stack.
- unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3);
- void* returnPtr = (void*)SpriteBatch::create(param1, param2, param3);
- 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, "SpriteBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_SpriteBatch_static_create - 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, 2 or 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- }
|